Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft

This study explores how gamification can be incorporated when facilitating theoretical content in Computer Applications Technology (CAT) to promote self-directed learning of Generation Z learners. The CAT curriculum consists of practical and theoretical content, and Generation Z learners tend to perceive theoretical content as less engaging and less stimulating. The dynamic nature of CAT, however, requires CAT learners to be self-directed learners who take ownership of their learning and are motivated and engaged in learning both the practical and theoretical components. A basic interpretive study, within an interpretivist paradigm, was applied as the research design. Purposive sampling was utilized, and 106 CAT learners at a South African high school participated in the research. A traditional teacher-centered approach was first followed to facilitate theoretical content. Thereafter, gamification with Classcraft was applied as an intervention. Data collection was performed by implementing post-open-ended questionnaires and focus group interviews. Results indicate that Generation Z learners crave instant gratification and lack skills such as self-motivation and critical thinking. A teacher-centered approach was found unsuitable for facilitating theoretical content to Generation Z learners. Gamification has the potential to entice Generation Z learners from different socioeconomical and cultural backgrounds to experience theoretical content in a more engaging and enjoyable manner and foster self-directed learning.

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Publication Details

Journal
Education Sciences
Published
2025-02-04
DOI
https://doi.org/10.3390/educsci15020180
Citations
5
Primary Topic
Innovative Teaching and Learning Methods
Type
article
Field-Weighted Citation Impact
17.22

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article

Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft

Byron John Bunt, Joakim Stoltz, Sukie van Zyl
5 citations
Education Sciences
Innovative Teaching and Learning Methods
17.22
article

Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft

Byron John Bunt, Joakim Stoltz, Sukie van Zyl
article en
5 citations

Abstract

This study explores how gamification can be incorporated when facilitating theoretical content in Computer Applications Technology (CAT) to promote self-directed learning of Generation Z learners. The CAT curriculum consists of practical and theoretical content, and Generation Z learners tend to perceive theoretical content as less engaging and less stimulating. The dynamic nature of CAT, however, requires CAT learners to be self-directed learners who take ownership of their learning and are motivated and engaged in learning both the practical and theoretical components. A basic interpretive study, within an interpretivist paradigm, was applied as the research design. Purposive sampling was utilized, and 106 CAT learners at a South African high school participated in the research. A traditional teacher-centered approach was first followed to facilitate theoretical content. Thereafter, gamification with Classcraft was applied as an intervention. Data collection was performed by implementing post-open-ended questionnaires and focus group interviews. Results indicate that Generation Z learners crave instant gratification and lack skills such as self-motivation and critical thinking. A teacher-centered approach was found unsuitable for facilitating theoretical content to Generation Z learners. Gamification has the potential to entice Generation Z learners from different socioeconomical and cultural backgrounds to experience theoretical content in a more engaging and enjoyable manner and foster self-directed learning.

Education SciencesVol. 15(2)
North-West University (ZA)
North-West University
Openalex Percentile: Top 1%
Innovative Teaching and Learning Methods
17.22
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