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Research Publications (Accounting and Informatics)

Permanent URI for this collectionhttp://ir-dev.dut.ac.za/handle/10321/212

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    The impact of technology in expediting learning
    (ACM Digital Library, 2019-12-21) Ramraj, Upaasna; Marimuthu, Ferina
    Technology and its tools have had a major effect on higher education and are set to continue. This simply cannot be ignored, as growth in Information and communication technology (ICT) is soaring. The advent of online learning, as a tool, has generated unlimited learning opportunities to intensify the educational landscape, by accelerating educational output. The digital native is fervent on the transition from traditional teaching methods to the use of digital tools in enhancing learning. This paper provides an account of the impact of technology and its tools on education, contributing to teaching and learning in the 21st century, ultimately leading to innovative education. A census survey of a purposive group of educational personnel were employed in the study and the data collection tool was a questionnaire, comprising of both a qualitative and quantitative component. Assuming learner positions, allowed educational personnel to “experience or get the feel” of being educated using technology and its tools. Analysis of data was concluded using a statistical software package (IBM SPSS). The Technology Acceptance Model (TAM) was the identified model for the study, signifying users’ perceived ease of use and perceived usefulness of technology are predictors of user attitude towards using the technology. Results of the study were largely favourable in facilitating the learning process, with constructive feedback on the use of technology-enhanced tools, especially surveys, journals, videos, discussion forums, blogs, concerning and ensuring interactivity as well as an enriched learning experience for all. However, a few respondents were apprehensive on the time management and technical aspects of online learning.
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    Using groupwork in the designing and playing of board games in occupational health and safety
    (Metapress, 2013-01-15) Singh, Penny; Niranjan, Ivan Gunass
    In order to ensure the safety and health of workers, Occupational Health and Safety practitioners must have an excellent understanding of the Occupational Health and Safety Act and Regulations. They must therefore be able to interpret statutes and legislation which ensure that all sorts of work activities are carried out safely and with minimal risk. The aim of this study was to determine the effectiveness of the designing and playing of the board games as an educational intervention in Occupational Health and Safety within a groupwork context in a diverse classroom at a tertiary institution in South Africa, and report on students’ reflections of the process. Using groupwork, the boardgame exercise proved to be an effective teaching methodology and deep learning was achieved by designing, playing, and being assessed on the games. The use of groupwork also promoted improved relations and interactions, and effective teamwork. Valuable lessons in communication, collaboration and conflict resolution were also learned.
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    A framework for designing information technology programmes using ACM/IEEE curriculum guidelines
    (International Association of Engineers, 2012) Adegbehingbe, Oluwakemi D.; Eyono Obono, Seraphim Desire
    The aim of this paper is to present a framework for the design of Information Technology (IT) curriculum programmes. This aim is achieved by identifying key models for curriculum design in general. The identification of these models was the result of a systematic literature review of existing work on designing and renewing curricula in various disciplines. The main result of this paper was obtained by merging the above mentioned curriculum models, and by incorporating ACM/IEEE-IT curriculum guidelines into the merged model. The resulting model includes the following six key phases for IT curriculum design: Information Collection, Goal Identification, Design, Model Testing, Implementation, and Evaluation. These key phases were finally designed in terms of the core aspects of ACM/IEEE-IT curriculum guidelines, the various options presented by these guidelines, and their ability to be customized. The novelty of this study can be credited to its use of systematic review of existing literature to achieve its aim.