Dissertations / Theses on the topic 'Video games South Africa'
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Wright, Bianca Maria-Teresa. "Games as communication: an analysis of advertising in South Africa." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012929.
Full textCain, Julia. "Understanding film and video as tools for change : applying participatory video and video advocacy in South Africa." Thesis, Stellenbosch : Stellenbosch University, 2009. http://hdl.handle.net/10019.1/1431.
Full textThe purpose of this study is to examine critically the phenomenon of participatory video and to situate within this the participatory video project that was initiated as part of this study in the informal settlement area of Kayamandi, South Africa. The overall objective of the dissertation is to consider the potential of participatory video within current-day South Africa towards enabling marginalised groups to represent themselves and achieve social change. As will be shown, the term ‘participatory video’ has been used broadly and applied to many different types of video products and processes. For the preliminary purposes of this dissertation, participatory video is defined as any video (or film) process dedicated to achieving change through which the subject(s) has been an integral part of the planning and/or production, as well as a primary end-user or target audience. The two key elements that distinguish participatory video are thus (1) understanding video (or film) as a tool for social change; and (2) understanding participation by the subject as integral to the video process. An historical analysis thus considers various filmmaking developments that fed into the emergence of participatory video. These include various film practices that used film as a tool for change -- from soviet agitprop through to the documentary movement of the 1930s, as well as various types of filmmaking in the 1960s that opened up questions of participation. The Fogo process, developed in the late 1960s, marked the start of participatory video and video advocacy and provided guiding principles for the Kayamandi project initiated as part of this dissertation. Practitioners of the Fogo process helped initiate participatory video practice in South Africa when they brought the process to South African anti-apartheid activists in the early 1970s. The Kayamandi Participatory Video Project draws on this background and context in its planned methodology and its implementation. Out of this, various theoretical issues arising from participatory video practice contextualise a reflection and an analysis of the Kayamandi project. Lastly, this study draws conclusions and recommendations on participatory video practice in South Africa.
Adam, Jameel. "Video annotation wiki for South African sign language." Thesis, University of the Western Cape, 2011. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_1540_1304499135.
Full textThe SASL project at the University of the Western Cape aims at developing a fully automated translation system between English and South African Sign Language (SASL). Three important aspects of this system require SASL documentation and knowledge. These are: recognition of SASL from a video sequence, linguistic translation between SASL and English and the rendering of SASL. Unfortunately, SASL documentation is a scarce resource and no official or complete documentation exists. This research focuses on creating an online collaborative video annotation knowledge management system for SASL where various members of the community can upload SASL videos to and annotate them in any of the sign language notation systems, SignWriting, HamNoSys and/or Stokoe. As such, knowledge about SASL structure is pooled into a central and freely accessible knowledge base that can be used as required. The usability and performance of the system were evaluated. The usability of the system was graded by users on a rating scale from one to five for a specific set of tasks. The system was found to have an overall usability of 3.1, slightly better than average. The performance evaluation included load and stress tests which measured the system response time for a number of users for a specific set of tasks. It was found that the system is stable and can scale up to cater for an increasing user base by improving the underlying hardware.
Nongogo, P., PB Shaw, and I. Shaw. "Delivering the international olympic committee's mandate on youth olympic games in South Africa." African Journal for Physical, Health Education, Recreation and Dance, 2009. http://encore.tut.ac.za/iii/cpro/DigitalItemViewPage.external?sp=1001648.
Full textWinch, Jonathan R. T. "Sir William Milton : a leading figure in public school games, colonial politics and imperial expansion 1877-1914." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/79890.
Full textThis investigation is aimed at providing a better understanding of William Milton’s influence on society in southern Africa over a period of more than thirty years. In the absence of any previous detailed work, it will serve to demonstrate Milton’s importance in restructuring the administration, formulating policy and imposing social barriers in early Rhodesia – factors that will contribute to the research undertaken by revisionist writers. It will also go some way towards answering Lord Blake’s call to discover exactly what the Administrator did and how he did it. Milton’s experiences at the Cape are seen as being essential to an understanding of the administration he established in Rhodesia. Through examining this link – referred to by historians but not as yet explored in detail – new knowledge will be provided on Rhodesia’s government in the pre-First World War period. The Cape years will offer insight into Milton’s working relationship with Rhodes and his involvement in the latter’s vision of the region’s social form and future. They will also shed light on Milton’s attitude towards people of colour. Cricket and rugby are key themes running through Milton’s life. The study will illuminate much about the creation of South African sport at a time when the public school games ethic was important in the nature of empire. Milton made an enormous but controversial contribution to the playing of the games, club culture, facilities, administration, international competition and who was eligible to represent South Africa.
Masuku, Philile. "South Africa's Bid for the 2004 Olympic Games as means for international unity and international awareness." Thesis, Stellenbosch : Stellenbosch University, 2004. http://hdl.handle.net/10019.1/50098.
Full textENGLISH ABSTRACT: Mega-events such as the Olympic Games have emerged as one of the most significant features of the global era. Not only has the number of participants increased, but also the hosting of these events has been seen as an opportunity for countries to externally market themselves, in an attempt to raise their international profile, and to develop national identity. As such, many nations continue to enthusiastically compete to host these events. Despite the prestige of hosting events, South Africa has in the past been excluded from participating, let alone being considered to bid to host events of such magnitude. This was as a result of the Apartheid policy that extended into sport. After being admitted into the world of sport, it has joined the list of nations that regularly compete to bid. There are two questions that this study sets out to explore. Firstly, how did hosting of the Games market South Africa internationally? Secondly, did hosting the Games help celebrate South Africa's national identity? In trying to answer these questions, the marketing power concept has been used. Part of the proposition is that marketing power is more sought after by state elites who lack national identity. In light of this, South Africa has been used as a case study. Bidding to host the Olympic Games was no easy road for South Africa, and in the aftermath of the Bid, this study identifies the reasons why the Bid was unsuccessful. The findings suggest that South Africa's attempt to host the Games did indeed market the country internationally. However, the findings indicate that bidding to host the Games did not bolster national identity, instead it revealed that there was lack of unity. In addition there are some important lessons that can be drawn from this study.
AFRIKAANSE OPSOMMING: Hoë-profiel gebeure soos die Olimpiese Spele is een van die mees opmerklike gevolge van die globale era. Buiten dat die aantal deelnemers aan sulke gebeurtenisse dramaties togeneem het, het die eise en die kompetisie om sodanige gebeurtenisse aan te bied, toegeneem omdat state hierdeur hulself ekstern kan bemark en intern skep sulke gebeurtenisse 'n geleentheid om nasionale identiteit te bevorder. Ten spyte van die prestige wat die gasheer-staat in sulke gevalle te beurt val, is apartheid Suid- Afrika histories uitgesluit van deelname aan veral hoë profiel sport, en was die aanbieding van sulke gebeurtenisse in Suid-Afrika buite die kwessie. Namate Suid- Afrika weer 'n aanvaarde lid van die gemeenskap van nasies geword het, het Pretoria ook toenemend begin bie om hoë-profiel sportgebeurtenisse aan te bied. Hierdie studie verken twee sentrale vraagstukke. Eerstens, hoe bemark die aanbied van die Olimpiese Spele Suid-Afrika op 'n internasionale grondslag? Tweedens, help die aanbieding van sulke sportgebeure werklik om 'n gevoel van 'n nasionale identiteit onder Suid-Afrikaners aan te wakker? Ten einde die vrae te beantwoord, word in 'n hoë mate van die konsep, 'bemarkingsmag' ('marketing power') gebruik gemaak. Daar word deel geargumenteer dat bemarkingmag juis deur staatselites nagejaag word in samelewings waar nasionale identiteit gebrekkig ontwikkel is. Die Suid-Afrikaanse geval is dus by uitstek 'n toonaangewende voorbeeld van die tendens. In die studie word daar aangedui hoekom die bie proses ten einde die Olimpiese Spele aan te bied so 'n besondere komplekse uitdaging is, hoe dit deurgevoer is en waarom Suid-Afrika misluk het. Die bevindings suggereer dat motivering om die Spele aan te bied inderdaad gedryf is deur die behoefte om Suid-Afrika se bemarkingsmag uit te brei. Ten spyte hiervan, het die bie-proses ook 'n baie brose sin van nasionale identiteit ontbloot het en 'n duidelike rasse-skeidslyn in terme van populere steun vir die bie-proses. Die studie onttrek ook 'n aantal gevolgtrekkings wat vir ander bod-prosesse van waarde kan wees.
Funke, Thomas Bernhard. "Biofuel production in South Africa: the games, the cost of production and policy options." Thesis, University of Pretoria, 2010. http://hdl.handle.net/2263/24639.
Full textThesis (DCom)--University of Pretoria, 2011.
Agricultural Economics, Extension and Rural Development
unrestricted
Ramuhaheli, Tshifhiwa. "Gesture based interface for asynchronous video communication for deaf people in South Africa." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14623.
Full textThe preferred method of communication amongst Deaf people is that of sign language. There are problems with the video quality when using the real-time video communication available on mobile phones. The alternative is to use text-based communication on mobile phones, however findings from other research studies show that Deaf people prefer using sign language to communicate with each other rather than text. This dissertation looks at implementing a gesture-based interface for an asynchronous video communication for Deaf people. The gesture interface was implemented on a store and forward video architecture since this preserves the video quality even when there is low bandwidth.
Bado, Niamboue. "Video Games and English as a Foreign Language Education in Burkina Faso." Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1395498334.
Full textBurns, Carolyn Diane. "The relevance of African American singing games to Xhosa children in South Africa a qualitative study /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/burns/BurnsC0509.pdf.
Full textScadden, David. "The road to heaven." Master's thesis, University of Cape Town, 2009. http://hdl.handle.net/11427/8271.
Full textGrowing up, I used to have a book called The Unexplained, and inside it was a picture of the Garden of Earthly Delights by Hieronymus Bosch. Bosch's paintings were full of weird and wonderful animals coupled with hundreds of naked men and women in what looked like a garden party of the most exotic kind. To imagine such a place was arousing; to imagine a place full of fruit and naked people should turn everyone on, regardless of sexual preference.
Ndafenongo, Gerhard. "An investigation into how cell phones can be used in the teaching of mathematics using VITALmaths video clips: a case study of 2 schools in Grahamstown, South Africa." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1003478.
Full textCarr, Isabelle. "Baited remote underwater video survey of macro-invertebrate distribution and abundance across False Bay, South Africa." Bachelor's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/12728.
Full textAssessing invertebrate species diversity and distribution based on environmental predictors is essential for conservation planning. South Africa need to understand ecological patterns to better plan for species conservation. South Africa’s unique coastline requires additional protection, but the design of areas is reliant on evidence based research. South Africa has a distinctive marine environment and is host to tropical, subtropical and temperate invertebrate species. False Bay in the Western Cape province of South Africa is a biodiversity hotspot with high species richness due to the overlap of two bioregions. This project reports on the first comprehensive camera survey of False Bay’s invertebrate population and assesses diversity across more habitat types and a greater depth range than previous dredge studies. 154 sites were sampled across summer and winter, reef and sand and three depth categories: shallow (5-15 m), intermediate (16-30 m) and deep (31-50 m). A total of 67 species from 8 phyla were recorded in this study. Winter samples showed a greater diversity than those sampled in summer (p=0.004). Intermediate depths (Shannon-H=1.184) and reef substrate (Shannon-H=1.403) support a greater diversity of invertebrate species. Habitat emerged as the most significant predictor of species distribution in the bay (p=0.01). Depth (p=0.01) and season (p=0.03) were also of influence, but to a lesser extent. Reef sites were separated from sand sites by the presence of Jasus lalandii and Comanthus wahlbergi on the former and Bullia laevissima, Marthasterias glacialis and Ovalipes trimaculates on the latter. Reef species J. lalandii and Tropiometra carinata and sand species B. laevissima and M. glacialis had the greatest contribution to dissimilarity between winter and summer samples. Complex granite reefs should be a main priority in invertebrate conservation as they host the greatest species diversity and abundance of all habitats sampled. BRUVs have provided a non-invasive, non-destructive method of sampling invertebrate species on all habitat types and are recommended for use in future studies of invertebrate species composition.
Hyde, Janet Catherine. "An investigation into the use of Visual Technology for the Autonomous Learning of mathematics (VITALmaths) video clips through the medium of cell phones in the teaching of mathematics in selected South African Grade 9 classes: a case study." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1003500.
Full textWong, Ilene Yi-Zhen. "The development & assessment of an innovative video to introduce concepts of adherence in Soweto, South Africa /." [New Haven, Conn. : s.n.], 2004. http://ymtdl.med.yale.edu/theses/available/etd-08202004-175255/.
Full textMalindi, Phumzile. "Methods for providing rural telemedicine with quality video transmission." Thesis, Cape Peninsula University of Technology, 2007. http://hdl.handle.net/20.500.11838/1197.
Full textTelemedicine has been identified as a tool to distnllUte medical expertise to medically underserved rural community. However, due to the underdeveloped or non-existent telecommunication infrastructure, which is needed as the platform for telemedicine, the full benefits of telemedicine are yet to be realized in most parts of South Africa and Africa as a whole. This study aims to explore ways on how to provide lP-based lCI system that can be used as a communication platform for telemedicine in rural areas. In order to emulate the onsite face-to-face consultation experience, the rural telemedicine system must be able to provide quality video transmission. Quality video is also important in order for the physician at the distant end to be able to make correct diagnosis. Hence the main focus of this study is on ways ofproviding quality video over lP-based multiservice network. A conceptual model of a rural area network that can be used for rural telemedicine has been deVeloped, and different access technologies that can be used for rural areas are presented. Techniques for compesating IP best effort datagram delivery are provided. Factors that can affect the quality of video transmission on an lP-based packet network are identified, and a holistic approach to mitigate them is proposed. That includes adopting coding techniques that will provide coding efficiency, high quality video that is consistent at high and low bit rates, resilience to transmission errors, scalability, and network friendliness, which will result in perceived quality improvement, highcompression efficiency, and possibility of transportation over different networks. Secondly, it also includes mechanisms to compensate for packet networks idiosyncrasy, especially JP best-effort debilities, in order to meet the latency and jitter requirements of real-time video traffic. For video coding, H.264 is proposed as it meets most of the encoding requirements listed above, and for prioritising and protecting.video traffic from JP network's best-effort debilities a combination of differential services (DiflServ) and multi-protocol label switching (MPLS) have been adopted, where DiflServ is used for traffic classification and MPLS is used for traffic engineering and fast-rerouting in the event of route failure. To verify and validate the proposed solutions, modelling and simulation has been used, where the Network Simulator (NS-2.93) has been used to simulate network functions, and PSNR, VQM score and double stimulus impairment scale (DSIS) have been used for evaluating video quality.
Titus, Simone. "Towards a social constructivist game-based learning model: a case of using digital games in sports studies in South Africa." Doctoral thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/23457.
Full textScoggin, Christine. "Strong houses, strong voices: Sharing the lived experiences of post-natural builders in South Africa." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/206089/1/Christine_Scoggin_Thesis.pdf.
Full textHassreiter, Silke. "'Digital storytelling' - unplugged public video voices and impression management in a participatory mobile media project for youth in Khayelitsha, South Africa." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/12053.
Full textIncludes bibliographical references.
This study documented the process of mobile Digital Storytelling with a particular focus on the development of civic awareness and voice as well as the participants’ strategies to address multiple audiences of digital stories and to distribute their video creations through pre-existing peer-networks.
Spitz, Andrea. "Crossing over : interactive video as a tool to enable the increased participation of illiterate and semi-literate communities in environmental management." Master's thesis, University of Cape Town, 1995. http://hdl.handle.net/11427/15960.
Full textThis dissertation has four main aims: 1. To assess whether multi-media (particularly interactive video) can be used in illiterate and semi-literate communities as a tool for both increased environmental awareness and increased participation in various stages of the development process. 2. To assess whether interactive video as an approach in itself facilitates empowerment of target communities. 3. To create a visual communication experience which combines the rigours of academic research with the practical application of academic theories in the field. 4. To foster a sensitivity in the "reader" towards access to information.
Gumbi, Bandile. "What do the videos of Thando Mama Communicate? - As a Black Contemporary Artist in South Africa." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23348.
Full textHiggins, Jane Marie. "Card games and containment : forensic psychiatric patients' experiences of a student-led initiative." Thesis, Rhodes University, 2014. http://hdl.handle.net/10962/d1013314.
Full textDurand, Charl. "Information management and globalised sport : a South African mega-event model." Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/50369.
Full textENGLISH ABSTRACT: Reflecting a general trend in modern society, the world of sport has become information driven, with effective information management becoming an essential part of all sports organisations and sporting activities. The sophistication oflarge, multi-sport events - mega-games - such as the Olympic Games and Commonwealth Games demand a high standard of information management to help ensure the smooth running of such events. This is also true of the managing of national teams participating in them. In this thesis a model of an information management system (IMS) is developed for managing certain types of information in such events and the national team participating in them. The model is based on two conceptual frameworks: Intellectual capital, and secondly the information management cycle. The model is then tested using a number of case studies where a specific information management system was used to manage the information of different sports teams and events. The degree to which the information management system was effectively implemented in each case is evaluated and the results used to measure the correctness and accuracy of the model. Lastly suggestions are given as to how the model can be improved in view of the case study findings, and what the future role of information management in sports events may look like in light of the results.
AFRIKAANSE OPSOMMING: Die feit dat inligtingsbestuur 'n noodsaaklike deel geword het in sport organisasies en aktiwiteite is 'n weerspieeling van 'n algemene tendens in die moderne, informasie-gedrewe samelewing. Die ingewikkeldheid van groot, multi-sport byeenkomste - "mega-games" - soos die Olimpiese Spele en die Gemeenskapspele vereis 'n hoe standaard van inligtingsbestuur om te verseker dat sulke byeenkomste glad verloop. Dieselfde geld in die geval van die bestuur van die nasionale spanne wat daaraan deelneem. In hierdie tesis word 'n inligtingbestuursmodel ontwikkelom sekere tipes inligting van verskillende sportbyeenkomste en nasionale sportspanne te bestuur. Die model is geskoei op twee konseptueie raamwerke: Intellekteuie kapitaal, en tweedens die inligtingsbestuursiklus. Die model word getoets deur middel van 'n aantal gevallestudies waartydens 'n besondere inligtingstelsel gebruik is on sportspanne en byeenkomste se inligting mee te bestuur. Die mate waartoe die inligtingbestuurstelsel effektief geimplementeer is word ge-evalueer en die resultate gebruik om die korrektheid en akkuraatheid van die model te meet. Ten slotte word voorstelle gemaak oor hoe die model verbeter kan word in die lig van die gevallestudiebevindinge, en wat die moontlike toekomstige rol van inligtingsbestuur by sportbyeenkomste kan wees in lig van die bevindinge.
Brandt, Nicola. "Emerging landscapes : memory, trauma and its afterimage in post-apartheid Namibia and South Africa." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:9dfe7938-670a-40fc-a063-5617c0503fcd.
Full textFraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.
Full textToyer, Zaib. "A hashtag analysis of racial discourses within #ColouredExcellence: Case of Wayde van Niekerk." University of the Western Cape, 2019. http://hdl.handle.net/11394/6924.
Full textThe research study takes into account the apartheid legacy of racial hierarchization and ‘separate development’ (cf Raynard, 2012) which penetrated all aspects of social life. Particularly, it is the sporting domain and the categorization of race and identity which is investigated. In this regard, it is the re-entry of South African athletes of colour at the Olympic Games which are of keen interest. At the 2016 Rio Olympics South African Wayde Van Niekerk (WVN) became a household name when he broke the world record in the 400 meter men’s division. His win however, was represented in different ways online and it is through investigating trending hashtags on Facebook & Twitter that new and well-worn discourses of identity emerge. A critical analysis of the online representations of WVN is undertaken so as to speak to normalized discourses of race within a South African context. A particularly contentious and provocative hashtag i.e. #ColouredExcellence is investigated in its ability to speak to an online debate on race and identity which took hold at the time of his win. This study therefore investigates the online representations which locate WVN within an arguably racially divided post-apartheid setting where vestiges of apartheid are still present. By drawing on Ahmed’s (2004) work on ‘affective economy’ this study investigates how emotions emerge online in the form of memes, Twitter hashtags and Facebook posts, and which indexes larger discourses on race and identity. The main aims of this research is to: a). investigate normalized discourses of race online, and their relation to the on-going issues of race and identity in a post- apartheid South Africa and b) To examine the emotions emergent in varying representations of WVN online.
2022-08-31
Koch-Locner, Aletta Maria. "Music for early childhood : guidelines for parents in the Western Cape." Thesis, Stellenbosch : Stellenbosch University, 2007. http://hdl.handle.net/10019.1/19635.
Full textENGLISH ABSTRACT: The research for this thesis is presented in the form of a practical guideline for parents and educators in the Western Cape area. The important role of music in early childhood is emphasised throughout. Research, guidance and practical activities for the music education and development of the toddler and preschooler, are presented. The author answers and discusses the questions frequently asked by parents concerning musical education for their children, namely why, when and how, in the five chapters of the thesis. The importance of music education for children (the question concerning why) is discussed and emphasised by means of eleven different reasons supported by research. In Chapter 2, the important role of the parent as the child’s first music educator and prenatal stimulation is discussed (the question concerning when). In the two chapters that follow, the author provides parents with information about basic music concepts and skills that children should be able to master at specific ages. Throughout these chapters, practical activities to illustrate these concepts and to practise the relevant skills are suggested (the how question). Guidelines are presented concerning how play with the child should be approached and handled, as well as guidelines for the child’s first formal instrumental teaching and for choosing an instrument and a music teacher. The research is concluded with a practical section containing extensive lists of songs (in categories), CDs, DVDs, books and web addresses for the use of parents needing resources and further guidance.
AFRIKAANSE OPSOMMING: Die navorsing vir hierdie tesis word in die vorm van ‘n praktiese handleiding vir ouers en opvoeders in die Wes-Kaap provinsie aangebied. Die belangrike rol van musiek in die voorskoolse kind se lewe word deurgaans beklemtoon. Navorsing, riglyne en praktiese aktiwiteite vir die musiekopvoeding en ontwikkeling van die voorskoolse kindword, word prakties aangebied en bespreek.Die outeur beantwoord en bespreek die vernaamste vrae wat ouers ten opsigte van musiekopvoeding vir hul kinders vra, naamlik hoekom, wanneer en hoe, in die vyf hoofstukke van die tesis. Die belangrikheid van musiekopvoeding vir kinders (die hoekom vraag) word aan die hand van elf verskillende redes en wat deur navorsing ondersteun word, bespreek. Die belangrike rol van die ouer as eerste musiekopvoeder en prenatale stimulasie word in Hoofstuk 2 bespreek (die vraag aangaande wanneer). In die twee daaropvolgende hoofstukke bied die outeur verdere inligting aan ouers oor basiese musiekkonsepte en vaardighede wat kinders op sekere ouderdomme moet kan bemeester. Praktiese aktiwiteite om hierdie konsepte te illustreer en die verlangde vaardighede te oefen (die hoe vraag) word deurgaans voorgestel. Riglyne word gegee oor hoe spel met die kind benader en hanteer moet word, asook riglyne vir die kind se eerste formele instrumentale onderrig, die keuse van ‘n instrument en van ‘n musiekonderwyser. Die navorsing word afgesluit met ‘n praktiese afdeling waarin uitgebreide lyste van liedjies (volgens verskillende kategorieë), beskikbare CD-opnames, DVD-opnames, boeke en webadresse vir ouers gegee word as bronne en as verdere riglyne.
Mutemwa, Muyowa. "A Mobile Deaf-to-hearing communication aid for medical diagnosis." University of the Western Cape, 2011. http://hdl.handle.net/11394/2964.
Full textMany South African Deaf people use their mobile phones for communication with SMSs yet they would prefer to converse in South African Sign Language. Deaf people with a capital `D' are different from deaf or hard of hearing as they primarily use sign language to communicate. This study explores how to design and evaluate a prototype that will allow a Deaf person using SASL to tell a hearing doctor how s/he is feeling and provide a way for the doctor to respond. A computer{based prototype was designed and evaluated with the Deaf people in a previous study. Results from the user trial of the computer{based mock{up indicated that Deaf users would like to see the prototype on a cell phone. Those user trial results, combined with our own user survey results conducted with Deaf people, are used as requirements. We built a prototype for a mobile phone browser by embedding SASL videos inside XHTML pages using Adobe Flash. The prototype asks medical questions using SASL videos. These questions are arranged in an organized way that helps in identifying a medical problem. The answers to the questions are then displayed in English and shown to the doctor on the phone. A content authoring tool was also designed and implemented. The content authoring tool is used for populating the prototype in a context free manner allowing for plug and play scenarios such as a doctor's office, Department of Home A airs or police station. A focus group consisting of Deaf people was conducted to help in the design and pilot trial of the system. A final user trial was conducted with more than thirty Deaf people and the results are presented and analyzed. Data is collected with questionnaires, semi-structured interviews and video recordings. The results indicate that most of the Deaf people found the system easy to learn, easy to navigate through, did not get lost and understood the sign language in the videos on the mobile phone. The hand gestures and facial expressions on the sign language videos were clear. Most of them indicated they would like to use the system for free, and that the system did not ask too many questions. Most of them were happy with the quality of the sign language videos on the mobile phone and would consider using the system in real life. Finally they felt their private information was safe while using the system. Many South African Deaf people use their mobile phones for communication with SMSs yet they would prefer to converse in South African Sign Language. Deaf people with a capital `D' are different from deaf or hard of hearing as they primarily use sign language to communicate. This study explores how to design and evaluate a prototype that will allow a Deaf person using SASL to tell a hearing doctor how s/he is feeling and provide a way for the doctor to respond. A computer{based prototype was designed and evaluated with the Deaf people in a previous study. Results from the user trial of the computer{based mock{up indicated that Deaf users would like to see the prototype on a cell phone. Those user trial results, combined with our own user survey results conducted with Deaf people, are used as requirements. We built a prototype for a mobile phone browser by embedding SASL videos inside XHTML pages using Adobe Flash. The prototype asks medical questions using SASL videos. These questions are arranged in an organized way that helps in identifying a medical problem. The answers to the questions are then displayed in English and shown to the doctor on the phone. A content authoring tool was also designed and implemented. The content authoring tool is used for populating the prototype in a context free manner allowing for plug and play scenarios such as a doctor's office, Department of Home A airs or police station. A focus group consisting of Deaf people was conducted to help in the design and pilot trial of the system. A final user trial was conducted with more than thirty Deaf people and the results are presented and analyzed. Data is collected with questionnaires, semi-structured interviews and video recordings. The results indicate that most of the Deaf people found the system easy to learn, easy to navigate through, did not get lost and understood the sign language in the videos on the mobile phone. The hand gestures and facial expressions on the sign language videos were clear. Most of them indicated they would like to use the system for free, and that the system did not ask too many questions. Most of them were happy with the quality of the sign language videos on the mobile phone and would consider using the system in real life. Finally they felt their private information was safe while using the system.
South Africa
Mostert, Jeanette Lesley. "The gendered identity of South African video arcades, games and their users." Thesis, 2001. http://hdl.handle.net/10413/5787.
Full textThesis (M.Ed.)-University of Natal, Durban, 2001.
Daswa, Thizwilondi Joanbeth. "Rethinking the role of Mahundwane as an educational game for Vhavenda speaking youth." Diss., 2018. http://hdl.handle.net/11602/1085.
Full textDepartment of African Studies
The aim of the study was to rethink the role of mahundwane as an educational game for Vhavenda speaking youth. Since time-immemorial, mahundwane has been an integral part in empowering the Vhavenda youth for marriage, sexuality education, moral behaviour and other African values. It has been noted that with the advent of modernisation and lack of documentation, mahundwane has been abandoned by the majority of Vhavenda youth resulting in many social-ills like teenage pregnancy and others. The overall objectives were to explore the nature and the process of mahundwane as an educational game for Vhavenda youth, to identify the teaching acquired during mahundwane game and to examine the educational value of mahundwane in Vhavenda youth. The study was founded on the socio-cultural theory and modernisation theory to attain its findings. This study utilised the qualitative research design. Data collection methods included face-to-face semi-structured interviews, observations and focus group discussions. The study participants were selected using purposive and snow-balling sampling. To effectively document the nature, processes and the role of mahundwane in educating the youth, community elders and other knowledge holders were engaged. This study was of importance in reviving some indigenous games that are almost extinct. The study recommends an introduction and intensive expansion of social media technologies, inclusion of the indigenous games into the education curriculum and introducing copyright and intellectual property rights to effectively address the extinction of indigenous games and practices.
NRF
"An interactive video system for the training of Black mathematics teachers." Thesis, 2014. http://hdl.handle.net/10210/12655.
Full textReid, Kieran. "The theatre of gaming: An investigation of the theatrical quality of games." Thesis, 2014.
Find full textLingwati, Matshafeni Lucas. "The ease of use and perceived usefulness of a selected computer game in expanding vocabulary in English among students at a university of technology." Thesis, 2016. http://hdl.handle.net/10321/1602.
Full textThe need to utilize English in daily International communications within broad settings, such as business and academia, is accelerated by Information and Communications Technologies (ICT) and internationalisation. Internationalisation introduces the increased need (through ICT) to communicate through a common language (global language) and English has evolved into such a ‘global language’. There is evidence in the literature indicating that teachers assume that students have the educated ‘guessing skill’ in the ability to read and write efficiently in English. Literature further proves that limited ESL proficiency is still a major drawback for the efficient and effective use of English as a medium of instruction both in academe and in other industries. Therefore, the current study postulates that interventions such as perceived educational themed computer game playing could facilitate English vocabulary improvement; an approach believed to be more appealing to the students of this ICT-dominated world than traditional rote learning. As a result, students of the Internet age more receptive towards vocabulary conveyed through ICT tools, as opposed to traditional printed texts. The focus of this study was on the utilization of an ICT tool in the form of a computer game in supplementing teaching and learning of English vocabularies. This quasi-experimental mixed methods’ research used seven research instruments that incorporated both qualitative and quantitative data collection methods. This research attempted to investigate the effectiveness of a selected computer game on English vocabulary improvement using engineering students (participants) that served as either the control or experimental groups. Data analysis tests, such as Wilcoxon Signed Ranks, Chi-Square and Paired Samples T-Test assisted in analysing the data collected for this study. The significant findings of this study indicate that the study’s selected computer game was easy to use and useful, because there were improvements in English vocabulary amongst participants resulting from the game. Further lessons learned from this study confirm that ICT relevant tools (such as this study’s computer game), do complement teaching and learning. These findings also align with the study’s theoretical framework by indicating that perceived ease of use and usefulness of the study’s selected computer game have an influence towards English vocabulary improvement.
M
Segwapa, Salamina. "Participation of indigenous games by youth in Ga-Ledwaba Village in Lebowakgomo in Lepelle Nkumpi District." Diss., 2019. http://hdl.handle.net/11602/1464.
Full textDepartment of African Studies
The main purpose of the study was to explore factors that contribute to the extinction of traditional games in Lepelle Nkumpi District, Limpopo Province. This study utilized a qualitative approach to identify factors that contribute to the disappearance of indigenous games in communities. Semi-structured face-to-face interviews were used for data collection and data was analyzed using thematic approach. The population was comprised of youth from Ga-Ledwaba village who played the games before or watched them. Purposive sampling was used to select five youths and five knowledge holders. The study found that young people at Ga-Ledwaba village do not play indigenous games like they were played before. Furthermore, the study revealed reasons that hinder young people from participating in indigenous games such as loss of interest because games are not properly introduced and facilitated in the village, knowledge holders have lost interest in transferring their skills and being role models to youth, technology is taking over, young people spend most of their free time on electronic devices that allow them to access most of the social media and games. The study recommends that proper planning and implementation is needed to ensure that programmes run smooth by involving parents and schools in the decision making to create a sense of ownership around the community.
NRF
Matlabo, Tiisetso. "Technology adoption and diffusion in the South African online video Industry: a technopreneurial analysis." Thesis, 2017. http://hdl.handle.net/10539/23671.
Full textOver the past few years the South African market has seen the launch of a number of online video services providers. The leading providers in the industry are Vidi, ON-Tap, MTN front row and ShowMax. The industry has also attracted some international competition with big players like Netflix launching its services in the South African market in January 2016. Although this industry has seen the emergence of many new players, it is still in its infacy stages in South Africa and is still to be seen if it will mature into a long term profit making industry. It is important to research the diffusion of innovation and more specially to look at how technopreneurs that are in this field or considering entering this industry can influence the speed and success of how this new innovation is diffused. This research will focus on two areas. Firstly, it will seek to look at the factors that influence the potential adopter’s propensity to adopt a new product. Secondly the research will look at the role played by the technopreneur in ensuring that online video services are adopted successfully. Since the online video services industry is not yet mature the research was conducted using the mixed method approach. The quantitative research was conducted by distributing online survey questionnaires. These questionnaires were distributed using email, as well as social media networks such as Facebook, Twitter and Linkedin. The qualitative research was conducted by performing interviews with a predetermined list of respondents. The combination of the two types of research led to a better understanding of this topic. The results the research highlighted the fact that the South African market poses very unique challenges for entrepreneurs that want to enter this industry. South African technopreneurs have an advantage against international players like Netflix because they understand challenges of internet access, payment issues as well as preferred content.
XL2018
Vahed, Anisa. "Ensuring the quality of pedagogy through games in dental technology at a selected University of Technology." Thesis, 2014. http://hdl.handle.net/10321/997.
Full textThe need for alternative teaching practices in the face of poor retention and student throughput rates has changed the context of higher education in South Africa. This study interrogates one alternative teaching practice: the use of a board game and a multimedia game. Arguments for the potential benefits of games in higher education have generated a growing body of literature, but the general focus of these studies has been empirical with little theorisation about the associated pedagogy. Using a mixed methods sequential explanatory research design, this thesis aimed to determine the quality of pedagogy through games in providing epistemological access to the subjects Tooth Morphology and Oral Anatomy in a Dental Technology Diploma at a selected University of Technology. The thesis also developed a framework for the design of games to enable quality teaching and learning of vocational subjects. Preliminary and pilot studies were conducted. The preliminary study was conducted over a five-year period from 2003 to 2006. The total sample size for the Tooth Morphology board game was n=128 and for Oral Anatomy multimedia game was n=30. Academic experts validated the study by reviewing the contents of the game. The findings suggested that games assisted students to actively learn. The pilot study was conducted in 2007 and 2008. The total sample size for the Tooth Morphology board game was n=62 and for the Oral Anatomy multimedia game was n=22. Dental technology experts validated the contents of the game. Cronbach’s alpha index was used to assess the reliability of the study and was α=0.45 and α=0.757 for the Tooth Morphology board game and the Oral Anatomy multimedia game, respectively. The low alpha score obtained for the Tooth Morphology board game prompted improvements to be made to the survey for the main study. The main study was conducted in 2009, 2010 and 2011. The total population size for the Tooth Morphology board game was n=83 and for the Oral Anatomy multimedia game was n=82. Surveys and pre- and post-tests were analysed using descriptive statistics, t-tests, factor analysis and cross tabulations. Content validity ensured that the survey focused on concepts and constructs that emerged from the review of literature on games. Cronbach’s alpha index was used to assess the reliability of the surveys and was α=0.794 and α=0.868 for the Tooth Morphology board game and Oral Anatomy multimedia game, respectively. Qualitative analyses entailed focus groups with students who used the games. The data generated was analysed using the conceptual frameworks of Bernstein’s knowledge codes and Maton’s Legitimation Code Theory of Specialisation. Trustworthiness of the data was achieved using methodological triangulation, data triangulation and peer debriefing. Quantitative results revealed that an integrated game design with an appropriate mix of instructional content and applicable game features and mechanisms facilitates the provision of epistemological access to Tooth Morphology and Oral Anatomy. By placing a sociological lens on knowledge in the games, a major finding in the qualitative analyses was that epistemological access using games provided access to particular knowledge-knower structures of the target subjects or disciplines. An LCT (Specialisation) analysis revealed that the games in this study represented a knowledge code as specialist knowledge and skills were valued over the possession of personal attributes and dispositions. This knowledge code was in turn aligned to the knowledge code of the target programme. In synthesising the results there were three recurring issues that emerged from the data as being key, namely: (1) access to knowledge; (2) instructional design of the games; and (3) technical design of the games. The thesis concluded by proposing the KITE framework, a guideline for lecturers to consider when designing games for higher education.
Grace, Thomas. "Digital game-based learning: effects on students' perceptions and achievements in a business process management course." Thesis, 2016. http://hdl.handle.net/10539/22119.
Full textThe study aimed to investigate the impact of the introduction of digital game-based learning (DGBL) and its effect on students’ perceptions of competence, usefulness, and enjoyment, as well as their achievement. The context of the study was a third year Business Process Management (BPM) module, within an information systems course at the University of the Witwatersrand. Eight research questions were formulated and ten hypotheses were derived. The study was underpinned by Deci and Ryan (2002)’s self-determination theory (SDT) of human motivation, which included two of the sub-theories of SDT, cognitive evaluation theory (CIT) and organismic interaction theory (OIT), as well as Ryan et al. (2006)’s adaptation of the construct of presence into SDT. The study adopted a single group natural experiment pre-post design and a longitudinal relational design. The study was conducted with a sample of 24 students. Three baseline surveys were used to measure students’ levels of intrinsic motivation, perceived competence and perceived usefulness. This was done prior to the introduction of IBM’s Innov8 2.0, which was the digital learning game used in the study. The baseline surveys were administered one week apart, prior to the introduction of the game. After the game was introduced, an endline survey was used to capture students’ levels of intrinsic motivation, perceived competence, perceived usefulness and presence with the game. Learning achievement was measured through the use of three assessments conducted one week, one month and two months after the end of the BPM course. Hypothesis testing was conducted using t-tests, correlation, and PLS regression techniques. Results confirmed significant effects of the digital game to decrease perceived competence, a positive relationship between intrinsic motivation and achievement, and a positive relationship between presence and intrinsic motivation. As a result of the study, we now know that DGBL effects achievement through intrinsic motivation when in close proximity to the assessments. DGBL can appear to decrease perceived competence as it appears to be a feedback mechanism, which should be seen as a positive rather than negative effect. Certain DGBL characteristics such as presence increase intrinsic motivation perceptions.
MT2017
Kgamanyane, Ketsebae Israel. "The significance of video evidence analysis in the investigation of murder cases against the police." Diss., 2018. http://hdl.handle.net/10500/25219.
Full textPolice Practice
M. Tech. (Forensic Investigation)
Wolfe, Eugene L. "Games of political change : reform-mongering in the Soviet Union, South Africa, and Japan /." 1999. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:9934132.
Full textRoux, Charl J. "Indigenous Zulu games as an educational tool for the multicultural schools in South Africa." Thesis, 2008. http://hdl.handle.net/10210/797.
Full textProf. C. Burnett-Louw Prof. W.J. Hollander
Ramuhaheli, Tshifhiwa. "Gesture Based Interface for Asynchronous Video Communication for Deaf People in South Africa." Thesis, 2011. http://pubs.cs.uct.ac.za/archive/00000697/.
Full textMatabane, Joconia Babsy. "Video programmes in the teaching of biology for standard 8 black pupils." Thesis, 2014. http://hdl.handle.net/10210/11655.
Full textThe influence of technology on our everyday lives and the increasing control that technology exerts over nature and people make mandatory the competencies of our society to evaluate and make- decisions about new technological discoveries. In this regard it is of importance to keep in mind what Toffler (1970:428) attempts to put in its right perspective by saying: "We cannot and must not turn off the switch of technological progress. Only romantic fools babble about returning to a state of nature. A state of nature is one in which infants shrivel and die for lack of elementary medical care, in which, as Hobbes reminded us, the typical life is poor, nasty, brutish and short. To turn our back on technology would be not only stupid but immoral."...
Maingard, Jacqueline Marie. "Strategies of representation in South African anti-apartheid documentary film and video from 1976 to 1995." Thesis, 2014.
Find full textCloete, Laura. "Both sides of the camera: anthropology and video in the study of a Gcaleka women's rite called Intonjane." Thesis, 2015. http://hdl.handle.net/10539/16935.
Full text"TV- en videogeletterdheid in skole." Thesis, 2014. http://hdl.handle.net/10210/12902.
Full textSutherland, Faye Julia. "History, memory and inscription : an examination of selected works by South African artist Clive van den Berg." Thesis, 2000. http://hdl.handle.net/10413/3535.
Full textThesis (M.A.)-University of Natal, Pietermaritzburg, 2000.
Ochieng, Ojwang Dan. "Power control for video transmission over Wireless mesh networks." 2011. http://encore.tut.ac.za/iii/cpro/DigitalItemViewPage.external?sp=1000402.
Full textProposes a power control algorithm for video transmission over WMNs. The proposed algorithm is implemented and simulation results compared with those of conventional IEEE 802.11b network.
Fokane, Tusi Matshama Nthabiseng. "Film policy implementation in South Africa : a case study of the National Film and Video Foundation (2000-2005)." Thesis, 2014.
Find full textThe study aimed to understand and analyse the ways in which the NFVF as the institution mandated by government to implement its vision for the film industry, interpreted and executed this mandate in its inception years. Using a combination of top-down and bottom-up approaches to policy implementation, this study applied the 5-C protocol developed by Brynard and de Coning (2006) to analyse film policy. The study assesses the process of implementation and the key factors that shaped how the NFVF carried out its policy mandate between 2000 and 2005 largely from the perspective of ‘street-level bureaucrats’ who were the main policy implementation officials. Implementation scholars suggest that in order to understand policy, one is required to follow its journey as it moves through the implementation process, changing its environment, and in turn being influenced by the environment within which it is located. The study’s findings are discussed under various themes that emerged from the interviews and document review. The focus is on the NFVF’s policy content and implications this had on the clarity of its role and mandate. The themes that emerged from the discussion on the NFVF’s policy context indicated that the governance and institutional arrangements for implementation as well as the lack of policy coherence and co-ordination contributed to a difficult operating and implementation environment. Under policy commitment, the discussion pointed to the NFVF’s leadership and institutional style between 2000-2005. The NFVF’s capacity to implement policy was analysed in terms of its available financial resources. Finally, the last section of the study considers the NFVF’s policy clients and coalitions and how they responded to the NFVF‘s implementation of policy.
Louw, Elizabeth. "Voice, text, film; producing multimedia texts in South Africa – a case study of ‘The Medicine Bag’." Thesis, 2007. http://hdl.handle.net/10539/2141.
Full textThis paper considers the interaction between the process of producing a documentary video film ‘The Medicine Bag’ and an indigenous knowledge system from the Northern Cape where herbalists or traditional healers are known as ! aixa (Qaiga). These healers use indigenous plants and other raw materials, sounds, rubbing or massaging techniques, incisions and other methods to heal or to harm members of the community. The Schwartz family, Namas who hail from this region, have for many years passed the knowledge and the skills for healing on from generation to generation. For as long as the family can remember, members of each generation, specially gifted and interested in acquiring these skills, have been selected and trained to recognise and harvest medical plants, prepare medicines and apply the various skills required to heal the sick. The raw herbs, potions and medicines have been kept in a medicine bag, made from a tanned springbuck hide. Research for a documentary video to record oral accounts and practices attached to the medicine bag, revealed various themes related to the interaction between oral accounts and the process of recording and transcribing these narratives. These themes included the absence of a fixed storyline or a single ‘correct’ text as is often assumed when one engages with written literature; shifts in meaning that occur when the physical forms of the accounts change as each recording or re-editing acquires a ‘performative aura’ and issues such as the importation of cultural authority and resources on the participants, their active participation in the process of memory and archive creation as well as the impact of the process on the filmmaker/researcher that included an enriched understanding of the scope and possibilities of working with oral texts
"Videoprogramme in omgewingsopvoeding." Thesis, 2014. http://hdl.handle.net/10210/12704.
Full text