Using Technology to Enhance Learning: Computer Science Lecturers’ Perceptions towards Mobile Technology and Serious Games in Class

DB Jordaan, J Surujlal

Abstract


The use of mobile technology determines the way of live of students as they are using the latest technologies to create new things in new ways, learn new things in new ways, and communicate in new ways with people. They read less because they are more comfortable in image-rich environments than with text and prefer active, first-person, and experiential learning vibrantly present in new media technology but lacking in traditional lectures. Introducing serious games into classroom and the potential value thereof has received wide attention recently. Many studies report that serious games can motivate and encourage students to be problem solvers because of built-in motivation and familiarity features. Integrating technology and serious games into the teaching-learning process depends mainly on the lecturer. Lecturers’ perceptions of the role of technology and serious games in class may hinder their readiness and confidence in using it in class. The purpose of this research is therefore to determine the perceptions of Computer Science lecturers towards mobile technology and serious games in class. A quantitative research approach involving the administration of a structured questionnaire to Computer Science lecturers was used to collect data for the study. Data was collected at two different university campuses. The questionnaire included questions on demographics and two areas, namely attitudes towards mobile technology in class and attitudes about serious games in class. Within these two areas perceptions regarding the following factors were measured: a) attitude towards the use of mobile technology and serious games in class; b) potential benefits of integrating mobile technology and serious games in lessons and c) intention to use mobile technology and serious games in class. The study revealed that Computer Science lecturers have a positive attitude towards the use of technology and serious games in class and realise the potential benefits of using technology and serious games in class. It is clear from the results that laptops and tablets are preferred in class as there is a huge negative response with regard to the use of cell phones in class.

DOI: 10.5901/mjss.2014.v5n13p487


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This work is licensed under Creative Commons Attribution 3.0 License.

Mediterranean Journal of Social Sciences ISSN 2039-9340(Print) ISSN 2039-2117(Online)

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