Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design

University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

Abstract:  This project is based on the desire to increase the understanding and knowledge of digital resource usage within the math education in South African townships. Digital education is considered to facilitate solutions for current shortcomings, yet knowledge and experience of the local circumstances are vital for successful implementation. Interviews, observations and analyses of existing games were used to define requirements regarding design and usability, which were implemented through prototypes and evaluated formatively. This study indicates that the requirements of an educational and stimulating digital tool are the most important and suggest consideration of feedback, gamification features, such as storytelling, as well as the balance of formal and informal settings. Furthermore, user characteristics heavily implies low complexity, few distractions and a logical structure. Requirements of appropriate level, in both language and content, also proved to be crucial. However, this demands further assessment before implementation. The developed tool was perceived as suitable and was accepted as a long-term solution to make better use of the current resources. Although the limited time and the difficulty to comprehend the users’ opinions bounded the conclusions, the established requirements are suggested to provide a solid foundation for further research.

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