Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft
Abstract
:1. Introduction
1.1. Self-Directed Learning
1.2. Generation Z
1.3. Gamification
2. Materials and Methods
2.1. Intervention
2.2. Data and Materials
3. Findings
3.1. Findings of Pre-Intervention Open-Ended Questionnaire
3.1.1. Perceived Enjoyability and Perceived Value of Computer Applications Technology Theoretical Content
3.1.2. Challenges Related to Computer Applications Technology Theoretical Content
3.1.3. Self-Directed Learning Characteristics
3.2. Findings of Post-Intervention Open-Ended Questionnaire
Self-Directed Learning Characteristics
3.3. Findings of Post-Intervention Focus Group Interviews
3.4. Summary of Findings
SDL Characteristic | Pre-Intervention | Post-Intervention |
---|---|---|
Time management | Poor | Improved |
Problem-solving | Inconsistent | Enhanced |
Motivation | Low (Extrinsic) | High (Intrinsic) |
Engagement | Passive | Active |
4. Discussion
4.1. Self-Directed Learning, Engagement, and Motivation
4.2. The Role of Technology and Interactivity
4.3. Teacher-Centered vs. Learner-Centered Approaches
4.4. Note for the Future Direction of the Research and Practice
4.5. Limitations of This Study
5. Conclusions
- Start with clear objectives: Educators should identify specific learning outcomes related to both subject content and SDL characteristics, such as enhancing intrinsic motivation, fostering problem-solving skills, or developing time management abilities. Gamified activities should be designed to encourage learners to take initiative, set goals, and reflect on their progress.
- Select appropriate tools: Choose gamification tools that are not only user-friendly but also support SDL. Platforms like Classcraft, Kahoot, and Habitica allow learners to track their progress, set personalized goals, and receive feedback, fostering independence and ownership of their learning journey.
- Design meaningful activities: Gamified elements should directly promote SDL skills. For instance:
- Time management: Include daily or weekly quests with deadlines to help learners plan and prioritize tasks.
- Problem-solving: Use scenario-based challenges that require learners to analyze information, propose solutions, and collaborate if needed.
- Reflection: Add checkpoints or reflective tasks where learners evaluate their strategies and outcomes, reinforcing self-assessment skills.
- Provide teacher training: Educators need to understand how to embed SDL principles into gamified learning. Training should emphasize scaffolding strategies, such as gradually increasing the complexity of tasks or encouraging learners to set their own goals and monitor their progress.
- Foster collaboration: Gamification should include team-based challenges that develop collaborative SDL attributes, such as peer feedback, shared goal-setting, and group problem-solving. Assigning specific roles, like timekeeper or strategy leader, can encourage responsibility and teamwork.
- Incorporate feedback mechanisms: Frequent feedback is crucial for SDL. Gamified tools can provide instant feedback on performance (e.g., quiz results or badges for milestones), while reflective group discussions or journaling exercises encourage learners to internalize what they have learned and plan improvements.
- Adapt to context: Tailor gamified interventions to learners’ needs and environments while promoting SDL. For resource-limited contexts, simple strategies like point systems, leaderboard charts, or group rewards can still encourage learners to take initiative and collaborate.
- Evaluate and adjust: Regularly assess the gamified activities’ impact on both content knowledge and SDL development. Use instruments like SDL readiness scales, learner reflections, and performance data to identify growth areas and adapt the intervention accordingly.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Characteristic/Preference | Source |
---|---|
Crave technology | (Çoklar & Tatli, 2021; Saxena & Mishra, 2021; Szymkowiak et al., 2021) |
Lack of critical thinking skills and evaluating information | (Baskoro et al., 2023; Rue, 2018) |
Limited attention span | (Çoklar & Tatli, 2021) |
Instant gratification, rewards, and feedback | (Baskoro et al., 2023; Çoklar & Tatli, 2021; Szymkowiak et al., 2021) |
High expectations for engagement and service | (Rue, 2018) |
Pragmatic, hands-on, and active | (Baskoro et al., 2023; Szymkowiak et al., 2021) |
Collaboration and social skills | (Chicca & Shellenbarger, 2018; Rue, 2018) |
Independent learning | (Seemiller & Grace, 2017) |
Multimedia learning | (Çoklar & Tatli, 2021; Saxena & Mishra, 2021) |
Multitasking | (Çoklar & Tatli, 2021) |
Category | Theme | Code |
---|---|---|
Enjoyability and value | Positive experience | Fun, enjoyable, exciting, helpful, and informative |
Perceived importance | Important and valuable | |
Level of Interest | Interesting | |
Challenging aspects | Homework load | Too much, too little, and fair amount |
Negative experience | Boring, repetitive, hard, exhausting, and unproductive | |
Study workload | Too much and fair amount | |
Time constraints | Too little time and competing priorities | |
Teaching approach | Practical vs. theory-based focus | |
Neutral aspect | Not challenging | Easy, manageable, and challenging but fair |
Mixed perception | Plain, average, and sometimes boring | |
Resources | Digital resources | Internet, YouTube, textbook, and software tools |
Physical resources | Textbooks and slideshows | |
External Help | Friends, teachers, and family | |
Task completion | Immediate completion | As soon as possible |
Proximity to deadline | Days before or just before the deadline | |
Flexible approaches | When time allows | |
No attempt | Leave blank or no submission | |
Motivation | Extrinsic motivation | Good marks, avoiding punishment, and impressing others |
Intrinsic motivation | Self-motivation and, enjoying subjects | |
Avoiding consequences | Meeting deadlines and avoiding falling behind | |
Lack of motivation | Uninteresting work and procrastination | |
Academic achievement | Better marks and boosting term scores | |
Involvement | Active involvement | Engaged in class and participating actively |
Variable involvement | Sometimes engaged or depending on interest | |
Lack of involvement | Passive listening, distracted, and bored |
Perception Category | Pre-Intervention | Post-Intervention |
---|---|---|
Positive experiences | 20% | 65% |
Mixed perceptions | 50% | 25% |
Negative perceptions | 30% | 10% |
Lesson Phase or Aspect | Description |
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Materials and resources |
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Preparation |
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Learning objectives |
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Prior knowledge |
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Lesson introduction |
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Teacher’s role |
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Learner’s role |
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Assessment |
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Stoltz, J.H.; Bunt, B.; van Zyl, S. Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft. Educ. Sci. 2025, 15, 180. https://doi.org/10.3390/educsci15020180
Stoltz JH, Bunt B, van Zyl S. Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft. Education Sciences. 2025; 15(2):180. https://doi.org/10.3390/educsci15020180
Chicago/Turabian StyleStoltz, J. H., Byron Bunt, and Sukie van Zyl. 2025. "Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft" Education Sciences 15, no. 2: 180. https://doi.org/10.3390/educsci15020180
APA StyleStoltz, J. H., Bunt, B., & van Zyl, S. (2025). Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft. Education Sciences, 15(2), 180. https://doi.org/10.3390/educsci15020180