Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines

This paper explores the role of gamification as a means of developing digital competence among higher education students. In today's information-driven world, digital competence has become essential for both personal and professional success. The paper analyses the components of digital competence according to the DigComp 2.0 framework and examines how gamification principles can be effectively applied to develop these competencies. A detailed case study of PC Building Simulator implementation in an Informatics course is presented, demonstrating how this gamified approach addresses multiple dimensions of digital competence development. The integration of augmented reality technology further enhances the learning experience. Drawing on contemporary research, the paper offers implementation guidelines, explores cross-disciplinary applications, and outlines a future research agenda for gamification in higher education. The findings suggest that when thoughtfully designed and implemented, gamification approaches can significantly enhance students' motivation and engagement while systematically developing crucial digital competencies required in the modern professional landscape.

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Publication Details

Journal
CTE Workshop Proceedings
Published
2025-03-08
DOI
https://doi.org/10.55056/cte.927
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines

I. Donchev, Михайло Вікторович Моісеєнко, Любов Тітова, Pavlo V. Zahorodko et al.
1 citations
CTE Workshop Proceedings
Educational Games and Gamification
3.44
article

Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines

I. Donchev, Михайло Вікторович Моісеєнко, Любов Тітова, Pavlo V. Zahorodko, С. П. Корнієнко
article en
1 citations

Abstract

This paper explores the role of gamification as a means of developing digital competence among higher education students. In today's information-driven world, digital competence has become essential for both personal and professional success. The paper analyses the components of digital competence according to the DigComp 2.0 framework and examines how gamification principles can be effectively applied to develop these competencies. A detailed case study of PC Building Simulator implementation in an Informatics course is presented, demonstrating how this gamified approach addresses multiple dimensions of digital competence development. The integration of augmented reality technology further enhances the learning experience. Drawing on contemporary research, the paper offers implementation guidelines, explores cross-disciplinary applications, and outlines a future research agenda for gamification in higher education. The findings suggest that when thoughtfully designed and implemented, gamification approaches can significantly enhance students' motivation and engagement while systematically developing crucial digital competencies required in the modern professional landscape.

CTE Workshop ProceedingsVol. 12
State institution "South Ukrainian National Pedagogical University named after K. D. Ushynsky" (UA), Kryvyi Rih State Pedagogical University (UA), Pavlo Tychyna Uman State Pedagogical University (UA)
Openalex Percentile: Top 12%
Educational Games and Gamification
3.44
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Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines — I. Donchev, Михайло Вікторович Моісеєнко, et al. · CTE Workshop Proceedings (2025) | TGRS Research Map | TGRS