Systems Analysis and Design, a second-year subject offered over two semesters, is experienced as challenging. The subject is offered at a South African university and form part of several baccalaureus courses, of which the BSc. Information Technology course is the most prominent. Several reasons contribute to the situation where a substantial percentage of students struggle to pass the first of two modules; the extensive theoretical concepts covered, the necessity to understand their implementation, and the ability to apply the theory in real-life scenarios simulated in a learning context. To address this issue, the class was split, to afford repeating students inverted learning with a gaming focus. The selection of games was aiming to suit the type of learning that were expected to take place. In support, students competed in their project groups. Students new to the module were taught as per the status quo. The mixed method enquiry of this changed setting focused on the group of repeating students. Quantitative data extracted focused on the success of students as repeaters, and their evaluation of the module compared to newcomer students. Qualitative data was gathered using interviews with purposively selected participants who passed the first semester as a repeating student and improved much based on the difference in participation marks, before and after the intervention. Qualitative data analysis focused on identifying codes to allow the categorization of responses into categories to elucidate the value of this endeavour. The participants on which reporting of this paper focuses, formed part of a larger study with a wider perspective. In this paper the focus is on the impressions of the individual regarding this experience. The intervention reported on occurred over a four-year period and was concluded six years ago. This allowed participants to complete their studies and start a career. Results show that the intervention did have a substantial impact on the progress of these students’ studies and helped them to overcome study and work-related obstacles. The approach to this game-based may guide future lecturers experiencing similar challenges.
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