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I.T. takes a village: gauging student perceptions
regarding serious game iteration
LR Bunt
School of Computer Science and Information Systems,
Faculty of Natural and Agricultural Sciences
North-West University
Vanderbijlpark, South Africa
Lance.Bunt@nwu.ac.za
JJ Greeff
School of Computer Science and Information Systems,
Faculty of Natural and Agricultural Sciences
North-West University
Vanderbijlpark, South Africa
Japie.Greeff@nwu.ac.za
Abstract—One can liken the African proverb "it takes a
village to raise a child" to the contemporary tertiary education
experience of young adults in South Africa (SA); as it
demonstrates the sizeable monetary, human capital, and
supplemental support efforts it takes to ensure a student
successfully obtains a degree after years of study. Lecturers in
the School of Computer Science and Information Systems
(CS&IS) at the North-West University (NWU), Vaal campus are
employing a practical approach to elevate and underscore
student perspectives/approaches on both non-technical and
technical subject matter. This is done by giving learners the
opportunity to iterate on an existing serious game concept which
emphasises pedagogical content knowledge. Sharpened focus on
effective communication and non-technical skills of students will
allow them to more easily integrate, understand and convey
work in a knowledge-worker context. The researchers sought to
discover how the students registered for the communication
skills module experienced a new approach to CS&IS teaching
and learning at NWU, Vaal.
Keywords—serious games, assessment, higher education,
decolonisation, iteration, soft skills, teaching and learning, user-
centered development
I. BACKGROUND
A communication skills module presented to
second years at the North-West University
(NWU)—originally a third-year subject—is
transitioning to the second academic year to allow
Computer Science and Information Systems
students the opportunity to develop their non-
technical skills earlier in their undergraduate
studies. The national dialogue has for the last
couple of years been dominated by the
dissatisfaction in tertiary education curricula by
various #Fallist movements i.e. #FeesMustFall,
#RhodesMustFall, #FikaMustFall, etc. As a part of
this process, the communication subject has moved
in the curriculum to ensure it is firmly in place
before students take on their Capstone projects later
in their academic career. According to research
conducted by Gilliland et al. (2015), E. Taylor
(2016), and Venter & Myburgh (2018), Information
Technology graduates moving from NWU into the
workforce lack both the technical and non-technical
expertise to competently and confidently make the
transition from student to employee. The approach
presented in this paper by lecturers at the School of
Computer Science and Information System
(SCS&IS) revolves around the idea of taking a
serious game and creating an effigy of sorts. The
original serious game concept explored in the
assessment for communication studies is called
Queen & Country (Q&C). This game embodies
what the students have been railing against: colonial
knowledge systems, substandard governance, and
capital structures which negatively affect local
communities.
Queen and Country was already a fully realised
game before the commencement of this stage in the
project so that it can be utilised for the purposes
outlined in this paper as a platform It was designed
to afford learners the opportunity to explore their
grievances through a process of transforming the
game into something unique (exploring their
perspectives). This case of student-managed
coursework in a non-technical communication
skills module can be regarded as an alternative to
design-team serious game development and aims to
amplify student voices, foster greater levels of
engagement, and ensure an optimal learning
experience for a generation with unique educational
and pedagogical needs.
The game was transformed over the course of
three weeks and students were encouraged to reflect
on the process and their experiences. Once the
assessment process was complete, the students
received surveys questioning them on the
assessment. This provided the researchers with
insights into not only whether the intervention has
been positively perceived by the student cohort, but
also if the SCS&IS should further develop their