Designing mobile applications for Positive Behaviour for Learning (PB4L) pedagogy

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Authors
Reddy, L.
Baghaei, Nilufar
Vermeulen, G.
Hilton, Craig
Steinhorn, Gregor
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2017-12
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Conference Contribution - Paper in Published Proceedings
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Keyword
gamification
behaviour management
game design
Positive Behaviour for Learning (PB4L)
online digital games
apps
mobile devices
persuasive technology
New Zealand
ANZSRC Field of Research Code (2020)
Citation
Reddy, L., Baghaei, N., Vermeulen, G., Hilton, C., & Steinhorn, G. (2017, 4-8 December). Designing Mobile Applications for Positive Behaviour for Learning (PB4L) Pedagogy. Chen, W. (Ed.), International Conference on Computers in Education (ICCE'17), Christchurch, NZ
Abstract
Applications and online digital games are currently being used in New Zealand schools for the teaching of reading, writing and maths regularly. However, the teaching of behaviour has been heavily reliant on paper based and traditional forms of reinforcement as shown by the Positive Behaviour for Learning–School Wide (PB4L-SW) pedagogy. In this paper, we will introduce our current school based research for developing a tool for implementing PB4L-SW. We also describe our efforts in gamifying the teaching and reinforcing of behaviour through the design and development of the proposed “mPB4L” mobile application. We then outline our future plan for evaluating the effectiveness of the app in teaching Positive Behaviour and seeking teachers’ feedback at an Auckland-based Intermediate school. The findings will be used to support further development of integrating the PB4L into the digital world.
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