Leveling up Learning: Enhancing Self-Directed Learning in Computer Applications Technology with Classcraft
Round 1
Reviewer 1 Report
Comments and Suggestions for AuthorsThe paper explores the application of gamification in education, focusing on the subject of Computer Applications Technology (CAT) and Generation Z in South Africa. While the topic is highly relevant and the paper is well-structured, I have identified several weaknesses that need to be addressed:
1. The use of a convenience sample (n = 106) limits the representativeness of the results. The paper should provide a more detailed explanation of why these participants were selected and how biases associated with the sample were managed. Additionally, the impact of non-response (only 56 participants completed the post-intervention questionnaire) should be analyzed.
2. The author of the paper, being a teacher at the participating school, may have influenced the honesty of the participants' responses. This potential bias should be critically addressed.
3. Gamification was applied for only one school term. Such a short-term approach hinders the ability to assess long-term effects. Future longitudinal research should be proposed to evaluate lasting impacts.
4. Although the authors mention the use of in vivo coding, the paper lacks a clear presentation of the specific codes, categories, and themes that emerged from the analysis.
5. While the paper provides a good overview of the general characteristics of Generation Z, it lacks critical reflection on how these characteristics manifest in the South African educational context.
6. The paper does not discuss potential challenges in implementing gamification, such as the need for technical support or teacher training.
7. Graphical displays should be added to make trends and findings more intuitive.
8. The analysis of differences between groups of participants (e.g., by gender, age, or prior knowledge) is insufficient and should be expanded.
9. The discussion of limitations is too general. The paper should critically evaluate how the sample size and biases might have affected the results.
If the authors successfully address these issues, I believe the paper would be suitable for publication.
Author Response
The authors would like to thank Reviewer 1 for these valuable comments. Please see the uploaded file with responses.
Author Response File: Author Response.pdf
Reviewer 2 Report
Comments and Suggestions for AuthorsThis study focuses on using gamification to enhance SDL among Generation Z learners in CAT. The topic is highly relevant, and I think the findings provide valuable insights into the potential of gamified approaches. Below are a few suggestions for the author(s) to strengthen the paper further.
The theoretical framework could be expanded to position your findings within a broader discussion of gamification in diverse educational settings. This would enhance the study's generalisability and relevance.
Plus, the discussion section could benefit from stronger integration with existing literature. Highlighting how the results align with (or diverge from) prior research would deepen the analysis and provide valuable context for readers.
In addition, some sections of the paper could be simplified to improve readability. Including more practical recommendations for educators (e.g., teachers, tutors, trainers, support teams, etc.) would increase the utility of your findings. For example, offering clear steps or examples of implementing gamification effectively would make your research more actionable.
Author Response
The authors would like to thank Reviewer 2 for these valuable comments. Please see the uploaded file with responses.
Author Response File: Author Response.pdf