Desmond Wesley Govender
Biographic Data
| ID | 9974245 |
|---|---|
| NAME | Desmond Wesley Govender |
| GIVEN NAMES | Desmond Wesley |
| FAMILY NAME | Govender |
| SIGNATURE | GOVENDER D W |
| AFFILIATIONS | University of KwaZulu-Natal |
| ORCID | 0000-0002-6115-9635 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Enhancing STEM Learning through the Activated Classroom Teaching Pedagogy
Students often exhibit a strong aversion to STEM subjects, particularly Mathematics, leading to poor performance. This study thus explored the use of the Activated Classroom Teaching (ACT) pedagogy in addressing this aversion. The ACT model incorporates five core components: curation, conversation, correction, creation, and chaos—that promote active learning through technology. A seven-week intervention was conducted with 91 primary school studen…
Does the use of ICT by Teachers Influence Learners’ Academic Performance during the Covid-19 Environment
Information and Communication Technology (ICT) use in the education sector has gained momentum ever since the outbreak of the COVID – 19 pandemic. This study critically analysed the use of ICT tools by secondary school teachers to ascertain if they had an influence on learner academic performance during the era of the COVID – 19 pandemic. A mixed approach which employed both the use of quantitative and qualitative research methods was used to col…
The Pedagogical Shift in the Emergence of Digital Technology
The rapid advancement in digital technology has necessitated a fundamental transformation in the approach to teaching and learning in the classroom. Consequently, teachers must recognize and adapt to this shift by employing appropriate and effective pedagogical methods. However, the lack of comprehensive literature and well-defined policies pertaining to pedagogical adjustments in response to the emergence of technology has left numerous issues u…
Using Robotics in the Learning of Computer Programming
The understanding of basic constructs in computer programming has always been seen by students as challenging, especially for novice programmers with no prior exposure at the school level. This paper emanates from a larger study and sets out to explore the use of robotics to enhance the learning of computer programming by asking: what are students’ experiences of using robotics when learning to program? Guided by Kolb’s Experiential Learning Cycl…
Integration of Technology in Business Education
Secondary education is a vital part of a productive circle of economic growth within the context of a globalised knowledge economy. The teaching of Business Education entails teaching learners the essentials, rudiments, assumptions, and methods of business. This study sought to investigate technology integration as part of Business Education. Drawing from the theoretical frameworks of a Unified Theory of Acceptance and Use of Technology (UTAUT), …
Digital Game-Based Learning for Information Technology
Keeping students engaged and motivated is a challenge. Digital game-based learning is considered an approach that can help towards achieving this goal. The study aimed to understand the influence digital game-based learning (DGBL) has on students learning to code in Information Technology. This study used an intervention of digital game-based learning to teach grade eight learners programming in three schools prior to COVID-19. Questionnaires and…
In-Service Science Teacher’s Perceptions Towards the Use of Information Communication Technology Tools in Teaching and Learning in a Covid-19 Environment
Information and Communication Technology (ICT) have been growing incredibly for the past twenty years in most sectors; however, much needs to be achieved within the education fraternity itself. Teachers are still relying on traditional teaching methods and Botswana is currently far behind in benefiting from ICT usage in the classroom. This study critically analysed the ICT infrastructure found in Botswana’s secondary schools, assesses teachers’ s…
Increasing self-efficacy in learning to program
The difficulty of learning to program has long been identified amongst novices. This study explored the benefits of teaching a problem solving strategy by comparing students' perceptions and attitudes towards problem solving before and after the strategy was implemented in secondary schools. Based on self-efficacy theory, students' problem solving self-efficacy as well as teachers' self-efficacy were investigated, showing that both students' and …
Using perceptual control theory to analyse technology integration in teaching
Contrary to the more traditional scenario of instructor-focused presentation, contemporary education allows individuals to embrace modern technological advances such as computers to concur with, conceptualize and substantiate matters presented before them. Transition from instructor-focused to student-centred presentation is prone to dissension and strife, motivating educators to assess elements of learner-centred teaching in conjunction with tra…
No prominent works on this page.
Using perceptual control theory to analyse technology integration in teaching
Contrary to the more traditional scenario of instructor-focused presentation, contemporary education allows individuals to embrace modern technological advances such as computers to concur with, conceptualize and substantiate matters presented before them. Transition from instructor-focused to student-centred presentation is prone to dissension and strife, motivating educators to assess elements of learner-centred teaching in conjunction with tra…
Increasing self-efficacy in learning to program
The difficulty of learning to program has long been identified amongst novices. This study explored the benefits of teaching a problem solving strategy by comparing students' perceptions and attitudes towards problem solving before and after the strategy was implemented in secondary schools. Based on self-efficacy theory, students' problem solving self-efficacy as well as teachers' self-efficacy were investigated, showing that both students' and …
Integration of Technology in Business Education
Secondary education is a vital part of a productive circle of economic growth within the context of a globalised knowledge economy. The teaching of Business Education entails teaching learners the essentials, rudiments, assumptions, and methods of business. This study sought to investigate technology integration as part of Business Education. Drawing from the theoretical frameworks of a Unified Theory of Acceptance and Use of Technology (UTAUT), …
Digital Game-Based Learning for Information Technology
Keeping students engaged and motivated is a challenge. Digital game-based learning is considered an approach that can help towards achieving this goal. The study aimed to understand the influence digital game-based learning (DGBL) has on students learning to code in Information Technology. This study used an intervention of digital game-based learning to teach grade eight learners programming in three schools prior to COVID-19. Questionnaires and…
In-Service Science Teacher’s Perceptions Towards the Use of Information Communication Technology Tools in Teaching and Learning in a Covid-19 Environment
Information and Communication Technology (ICT) have been growing incredibly for the past twenty years in most sectors; however, much needs to be achieved within the education fraternity itself. Teachers are still relying on traditional teaching methods and Botswana is currently far behind in benefiting from ICT usage in the classroom. This study critically analysed the ICT infrastructure found in Botswana’s secondary schools, assesses teachers’ s…
Does the use of ICT by Teachers Influence Learners’ Academic Performance during the Covid-19 Environment
Information and Communication Technology (ICT) use in the education sector has gained momentum ever since the outbreak of the COVID – 19 pandemic. This study critically analysed the use of ICT tools by secondary school teachers to ascertain if they had an influence on learner academic performance during the era of the COVID – 19 pandemic. A mixed approach which employed both the use of quantitative and qualitative research methods was used to col…
The Pedagogical Shift in the Emergence of Digital Technology
The rapid advancement in digital technology has necessitated a fundamental transformation in the approach to teaching and learning in the classroom. Consequently, teachers must recognize and adapt to this shift by employing appropriate and effective pedagogical methods. However, the lack of comprehensive literature and well-defined policies pertaining to pedagogical adjustments in response to the emergence of technology has left numerous issues u…
Using Robotics in the Learning of Computer Programming
The understanding of basic constructs in computer programming has always been seen by students as challenging, especially for novice programmers with no prior exposure at the school level. This paper emanates from a larger study and sets out to explore the use of robotics to enhance the learning of computer programming by asking: what are students’ experiences of using robotics when learning to program? Guided by Kolb’s Experiential Learning Cycl…
Enhancing STEM Learning through the Activated Classroom Teaching Pedagogy
Students often exhibit a strong aversion to STEM subjects, particularly Mathematics, leading to poor performance. This study thus explored the use of the Activated Classroom Teaching (ACT) pedagogy in addressing this aversion. The ACT model incorporates five core components: curation, conversation, correction, creation, and chaos—that promote active learning through technology. A seven-week intervention was conducted with 91 primary school studen…
Mathematics education (9 works) · Psychology (9 works) · Computer Science (7 works) · Pedagogy (6 works) · Teaching and Learning Programming (4 works) · Teaching method (4 works) · Perception (3 works) · Political science (3 works) · Technology integration (3 works) · Artificial Intelligence (2 works)