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Emmanuel Eilu (editor) - Digital Literacy and Socio-Cultural Acceptance of ICT in Developing Countries

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Emmanuel Eilu (editor) Digital Literacy and Socio-Cultural Acceptance of ICT in Developing Countries

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This book discusses the role of human computer interaction (HCI) design in fostering digital literacy and promoting socio-cultural acceptance and usage of the latest ICT innovations in developing countries. The book presents techniques, theories, case studies, and methodologies in HCI design approaches that have been used to foster digital literacy, break the socio-cultural barriers to ICT adoption, and promote the widespread usage of the latest innovations in the health, agriculture, economic, education and social sectors in developing countries. The authors provide insights on how crossing disciplines in HCI such as usability design, user centered design, user experience, anticipated user experience, technology acceptance design, persuasive design, philosophical designs, motivational design, social-cultural oriented designs, and other HCI design approaches have promoted digital literacy and stimulated socio-cultural acceptance and the usage of the latest ICT innovations. The book is relevant in academic, industry and government.

  • Presents theoretical, practical, and socio-cultural approaches to digital literacy challenges in developing countries;
  • Discusses recent ICT and HCI innovations used to transform the health, agriculture, economic, education and social sectors in developing countries;
  • Provides insights on design opportunities and challenges presented in countries where digital literacy is very low and with complex socio-cultural dynamics.

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Book cover of Digital Literacy and Socio-Cultural Acceptance of ICT in - photo 1
Book cover of Digital Literacy and Socio-Cultural Acceptance of ICT in Developing Countries
Editors
Emmanuel Eilu , Rehema Baguma , John Soren Pettersson and Ganesh D. Bhutkar
Digital Literacy and Socio-Cultural Acceptance of ICT in Developing Countries
1st ed. 2021
Logo of the publisher Editors Emmanuel Eilu Uganda Christian University - photo 2
Logo of the publisher
Editors
Emmanuel Eilu
Uganda Christian University, Mbale University College, Mukono, Uganda
Rehema Baguma
School of Computing & Information Technology, Makerere University, Kampala, Uganda
John Soren Pettersson
Karlstad University, Karlstad, Sweden
Ganesh D. Bhutkar
Vishwakarma Institute of Technology, Pune, Maharashtra, India
ISBN 978-3-030-61088-3 e-ISBN 978-3-030-61089-0
https://doi.org/10.1007/978-3-030-61089-0
Springer Nature Switzerland AG 2021
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Springer imprint is published by the registered company Springer Nature Switzerland AG

The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland

Introduction

Compared to developed countries. Digital illiteracy and complex socio-cultural dynamics represent a major concern when it comes to ICT adoption and usage in the developing world, as more than 80% of illiterate adults live in developing countries. As a result, these populations are unable to make use of digital resources. However, the past few years have marked a huge increase in the use of the latest ICT innovations in developing countries, and this has led to an enormous transformation in the health, agriculture, economic, education, and social sectors in these countries. These recent innovations are in the form of mobile payment systems, the Internet of Things, Big Data, Geographic analysis and visualization tools, and other smart technologies. Numerous studies have been conducted on the impact of these innovations on the different economies; however, very few studies have been conducted on the role of HCI design in fostering digital literacy and promoting socio-cultural acceptance and usage of these latest ICT innovations in developing countries.

Major Audience
  1. (i)

    Academia: Understanding design dynamics in developing countries

  2. (ii)

    Business corporations with interests in developing countries: Designing acceptable products and services for the market in developing countries

  3. (iii)

    Governments: Designing socio-culturally acceptable e-government services

Contents
James Boogere , Benedict Oyo , Emmanuel Eilu and Paul Birevu Muyinda
Apala Lahiri Chavan and Girish Prabhu
Akash Rode and Ganesh Bhutkar
Priyadarshan Dhabe , Param Mirani , Rahul Chugwani and Sadanand Gandewar
Emmanuel Eilu
Soraya Sedkaoui , Mounia Khelfaoui and Nadjat Kadi
Yohannes Kurniawan , Sevenpri Candra and Lucky Yudhistira Tungka
Paul Waititu and Charmaine Du Plessis
Suriya Sundaramoorthy and Balaji Muthazhagan
Baguma Asuman , Md Shahadat Hossain Khan and Hamisi Ramadhan Mubarak
Mailane Mofana-Semoko and Julia Preece
Selloane Pitikoe and Peles Biswalo
Nhlanhla Andrew Sibanyoni
Georgies Mgode , Dickens Bwana , Christophe Cox , Shelly Batra , Charles Richter and Lena Fiebig
Martin Mabeifam Ujakpa and Delene Heukelman
Anay Dombe , Ganesh Bhutkar and Aditya Dongre
Dinesh Katre
Sunita Dhotre and Abhijit Banubakode
Springer Nature Switzerland AG 2021
E. Eilu et al. (eds.) Digital Literacy and Socio-Cultural Acceptance of ICT in Developing Countries https://doi.org/10.1007/978-3-030-61089-0_1
A Birds Eye View of a Sustainable Learning Game Design
James Boogere
(1)
Department of Computer Science, Gulu University, Gulu, Uganda
(2)
Department of Information Technology, Uganda Christian University, Mbale University College, Mukono, Uganda
(3)
Department of Open and Distance Learning, Makerere University, Kampala, Uganda
Paul Birevu Muyinda
Email:
Abstract

We empirically explore learning games with an aim of empowering learners lifelong learning skills to enable them deal with complex situations sustainably. Learning is better by doing and the relation between learning and fun in games is essentially much deeper. It is also important for the players to clearly know the game system, which involves goals, entities and rules, in order to improve the vital individual social skills required to succeed. This chapter presents learning designs as a major determinant of motivation towards meaningful learning and challenge learners through continual provision of new aspects to learn, discover and develop oneself. Prior consequences designate that holistic learning game practices are more intense in a home compared to a school context. Moreover, the overall influence of context on perceived learning is significantly smaller than that of other experimental factors such as identification and enjoyment.

Keywords
Sustainable Complex situation Learning games Context Learning experience
Introduction

We present a study in which researchers collaborated with both undergraduate and postgraduate learners in varying environments, in an activity grounded on learning games to generate their own respective lecture slides once the course outlines are given and present them during the lecture. The goal was to address that knowledge gap and deliver a logical description of the lack of widespread self-directed learning skills envisioning to boost their life-long learning skills. Ontologically, universities are no longer simply viewed as places where individuals just get the qualifications specific to an area of specialization or an occupation. Rather, universities are learning environments where respective learners shape their knowledge, skills and identity. Thus, it is not only demeaning their value but is also a limited and flawed viewpoint to treat universities as just occupational training organizations []. In this study, learners worked individually; documented and presented their respective slides into the learning environment, as well as executed the actual game-based activities within or outside the learning environment. This chapter aims to highlight the demands that the implementation and use of an educational game in formal educational settings puts on educators working processes and skillsets. Thus, we benchmark possibilities for professional development that an educator needs to take on if they are to assimilate games into a curriculum. Game assimilation in the education sector is a demanding one involving examination of roles that educators need to play when assimilating and using learning games in their own environments.

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