Research Article

Enhancing Information and Communications Technology–Computer Systems Servicing (ICT-CSS) Instruction Through Gamification: Towards A Lesson Exemplar for Senior High School Students

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Psych Educ Multidisc J, 2026, 57 (2), 233-245, DOI: https://doi.org/10.70838/pemj.570209, ISSN 2822-4353
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Abstract

Gamification is increasingly used in technical–vocational education, yet evidence on its effectiveness in ICT–Computer Systems Servicing (CSS) and its link to technology acceptance remains limited. This study examined the effectiveness of gamified instruction on students’ content knowledge, assessed their acceptance of gamification, and explored the relationship between acceptance and learning outcomes, with the end goal of informing a gamified lesson exemplar. A descriptive-correlational and quasi-experimental design was employed involving 116 Grade 9 ICT–CSS students selected through purposive sampling. Data were gathered using a TAM-based questionnaire and a 50-item achievement test. Statistical analyses included means, standard deviations, paired and independent-samples t-tests, and Pearson correlation, while qualitative data were analyzed thematically. The experimental group showed significantly higher gains (M = 23.95 to 36.03) than the control group (M = 25.33 to 30.97), with a significant posttest difference (t(63) = 3.07, p = .002). Students reported high acceptance of gamification (WM = 3.58–3.95). However, correlations between acceptance and performance were weak (r = –.21 to .04). Gamified instruction appears to enhance engagement and learning outcomes in ICT–CSS. Findings inform the development of a scaffolded and outcome-aligned gamified lesson exemplar, emphasizing that instructional design, not acceptance alone, drives academic performance.
Keywords high school students gamification Quasi-Experimental Research lesson exemplar ICT-CSS computer system servicing
Authors 2

The team behind this paper

2 authors, 2 institutions.

This paper Lourdes Empinado National High School Department of Education — Philippines Lourdes Empinado Nation… 1 author Cebu Technological University — Philippines Cebu Technological Univ… 1 author Alma May Presbitero — corresponding author AP Alma May Presbitero ✉ Daisy Obiso DO Daisy Obiso

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367 reads over 6 months.

May 2026 October 2026

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This article is token #7972 of SciMatic Articles (ERC-1155): 1,000,000 tokens, minted once, never more. The chain also stores a fingerprint (SHA-256) of the article's record, so anyone can check that it has not been altered.

HolderWalletTokens
SciMatic 0xc35709…277732 100,000 (10%)
Alma May Presbitero 0x3C6d84…702883 450,000 (45%)
Daisy Obiso 0x727A21…b4C152 450,000 (45%)
Content hash 0xa9bd0b0c98981442690e4759bf5f7d01c9348ccdce2c52f5da9ef0bf2026751b

Bibliographic Information

Alma May Presbitero, Daisy Obiso, (2026). Enhancing Information and Communications Technology–Computer Systems Servicing (ICT-CSS) Instruction Through Gamification: Towards A Lesson Exemplar for Senior High School Students, Psychology and Education: A Multidisciplinary Journal, 57(2): 233-245
Bibtex Citation
@article{alma_may_presbitero2026pemj,
author = {Alma May Presbitero and Daisy Obiso},
title = {Enhancing Information and Communications Technology–Computer Systems Servicing (ICT-CSS) Instruction Through Gamification: Towards A Lesson Exemplar for Senior High School Students},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2026},
volume = {57},
number = {2},
pages = {233-245},
doi = {10.70838/pemj.570209},
url = {https://scimatic.org/show_manuscript/7972}
}
APA Citation
Presbitero, A.M., Obiso, D., (2026). Enhancing Information and Communications Technology–Computer Systems Servicing (ICT-CSS) Instruction Through Gamification: Towards A Lesson Exemplar for Senior High School Students. Psychology and Education: A Multidisciplinary Journal, 57(2), 233-245. https://doi.org/10.70838/pemj.570209

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