Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa

Thesis (MTech (Business Information Systems))--Cape Peninsula University of Technology, 2019 === The recent generation of students, often referred to as ‘Millennials’, are generally familiar with computer games and therefore learn mostly through virtual experiences from game playing. A high failure...

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Main Author: Mposula, Ntombifikile Fortunate
Other Authors: De la Harpe, A.C., Prof
Language:en
Published: Cape Peninsula University of Technology 2020
Subjects:
ICT
Online Access:http://hdl.handle.net/20.500.11838/3020
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spelling ndltd-netd.ac.za-oai-union.ndltd.org-cput-oai-localhost-20.500.11838-30202020-05-01T03:15:58Z Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa Mposula, Ntombifikile Fortunate De la Harpe, A.C., Prof Gamification critical thinking millennials ICT game-based learning Thesis (MTech (Business Information Systems))--Cape Peninsula University of Technology, 2019 The recent generation of students, often referred to as ‘Millennials’, are generally familiar with computer games and therefore learn mostly through virtual experiences from game playing. A high failure rate due to the lack of critical thinking (CT) skills among tertiary students still persists, despite the implementation of CT enhancing programmes and frameworks. The aim of this research was to explore the effect of gamification on the critical thinking skills of Information and Communications Technology (ICT) students. A single pre-and post-quasi-experimental research strategy with a pragmatic perspective research approach was followed. Mixed methods research with self-administered semi-structured questionnaires and interviews was employed. In total, 182 questionnaires distributed to students were analysed pre- and post-intervention, and five (5) interviews were conducted with the relevant lecturers post-intervention. The data were summarised and categorised by applying thematic analysis. All participants volunteered to be part of the study, and they were informed of the confidentiality and anonymity of the research before partaking in the study. From the inductive study results, it was found that CT is already an integral part of the subject content being taught to the students. The experimental learning environment did not result in significant domain-general CT compared to the control environment. Judgement was the only CT skills element showing a significant improvement from pre- to post-results on the respondents’ overall CT. Gamification can be an effectual instrument to enhance CT skills, as it enables the retention of knowledge through play by motivating and stimulating inquisitiveness among students. 2020-04-29T11:05:23Z 2020-04-29T11:05:23Z 2019 Thesis http://hdl.handle.net/20.500.11838/3020 en Cape Peninsula University of Technology
collection NDLTD
language en
sources NDLTD
topic Gamification
critical thinking
millennials
ICT
game-based learning
spellingShingle Gamification
critical thinking
millennials
ICT
game-based learning
Mposula, Ntombifikile Fortunate
Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa
description Thesis (MTech (Business Information Systems))--Cape Peninsula University of Technology, 2019 === The recent generation of students, often referred to as ‘Millennials’, are generally familiar with computer games and therefore learn mostly through virtual experiences from game playing. A high failure rate due to the lack of critical thinking (CT) skills among tertiary students still persists, despite the implementation of CT enhancing programmes and frameworks. The aim of this research was to explore the effect of gamification on the critical thinking skills of Information and Communications Technology (ICT) students. A single pre-and post-quasi-experimental research strategy with a pragmatic perspective research approach was followed. Mixed methods research with self-administered semi-structured questionnaires and interviews was employed. In total, 182 questionnaires distributed to students were analysed pre- and post-intervention, and five (5) interviews were conducted with the relevant lecturers post-intervention. The data were summarised and categorised by applying thematic analysis. All participants volunteered to be part of the study, and they were informed of the confidentiality and anonymity of the research before partaking in the study. From the inductive study results, it was found that CT is already an integral part of the subject content being taught to the students. The experimental learning environment did not result in significant domain-general CT compared to the control environment. Judgement was the only CT skills element showing a significant improvement from pre- to post-results on the respondents’ overall CT. Gamification can be an effectual instrument to enhance CT skills, as it enables the retention of knowledge through play by motivating and stimulating inquisitiveness among students.
author2 De la Harpe, A.C., Prof
author_facet De la Harpe, A.C., Prof
Mposula, Ntombifikile Fortunate
author Mposula, Ntombifikile Fortunate
author_sort Mposula, Ntombifikile Fortunate
title Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa
title_short Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa
title_full Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa
title_fullStr Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa
title_full_unstemmed Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa
title_sort gamification as a tool for developing critical thinking among ict students at a tertiary institution in south africa
publisher Cape Peninsula University of Technology
publishDate 2020
url http://hdl.handle.net/20.500.11838/3020
work_keys_str_mv AT mposulantombifikilefortunate gamificationasatoolfordevelopingcriticalthinkingamongictstudentsatatertiaryinstitutioninsouthafrica
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