Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines
DOI:
https://doi.org/10.55056/cte.927Keywords:
gamification, digital competence, higher education, DigComp 2.0, PC Building Simulator, simulation-based learning, augmented reality, student engagement, motivation, educational technology, informatics education, cross-disciplinary applications, implementation guidelines, problem-solving skills, digital literacyAbstract
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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Copyright (c) 2025 Liubov O. Titova, Serhii S. Korniienko, Pavlo V. Zahorodko, Mykhailo V. Moiseienko, Ivan I. Donchev

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Accepted 2025-03-08
Published 2025-03-21