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 compet...

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Main Authors: Liubov O. Titova, Serhii S. Korniienko, Pavlo V. Zahorodko, Mykhailo V. Moiseienko, Ivan I. Donchev
Format: Article
Language:English
Published: Academy of Cognitive and Natural Sciences 2025-03-01
Series:CTE Workshop Proceedings
Subjects:
Online Access:https://acnsci.org/journal/index.php/cte/article/view/927
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author Liubov O. Titova
Serhii S. Korniienko
Pavlo V. Zahorodko
Mykhailo V. Moiseienko
Ivan I. Donchev
author_facet Liubov O. Titova
Serhii S. Korniienko
Pavlo V. Zahorodko
Mykhailo V. Moiseienko
Ivan I. Donchev
author_sort Liubov O. Titova
collection DOAJ
description 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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issn 2833-5473
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publishDate 2025-03-01
publisher Academy of Cognitive and Natural Sciences
record_format Article
series CTE Workshop Proceedings
spelling doaj-art-d073e1c6d6cb4346a113185cb98d68bf2025-08-20T02:41:20ZengAcademy of Cognitive and Natural SciencesCTE Workshop Proceedings2833-54732025-03-011210.55056/cte.927Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelinesLiubov O. Titova0https://orcid.org/0000-0002-2441-0560Serhii S. Korniienko1https://orcid.org/0000-0002-2573-2115Pavlo V. Zahorodko2https://orcid.org/0000-0002-8254-7899Mykhailo V. Moiseienko3https://orcid.org/0000-0003-4401-0297Ivan I. Donchev4https://orcid.org/0000-0002-3373-6562Pavlo Tychyna Uman State Pedagogical UniversityKryvyi Rih State Pedagogical UniversityKryvyi Rih State Pedagogical UniversityKryvyi Rih State Pedagogical UniversitySouth Ukrainian National Pedagogical University named after K. D. Ushynsky 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. https://acnsci.org/journal/index.php/cte/article/view/927gamificationdigital competencehigher educationDigComp 2.0PC Building Simulatorsimulation-based learning
spellingShingle Liubov O. Titova
Serhii S. Korniienko
Pavlo V. Zahorodko
Mykhailo V. Moiseienko
Ivan I. Donchev
Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines
CTE Workshop Proceedings
gamification
digital competence
higher education
DigComp 2.0
PC Building Simulator
simulation-based learning
title Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines
title_full Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines
title_fullStr Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines
title_full_unstemmed Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines
title_short Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines
title_sort gamification as a tool for developing digital competence in higher education theory practice and implementation guidelines
topic gamification
digital competence
higher education
DigComp 2.0
PC Building Simulator
simulation-based learning
url https://acnsci.org/journal/index.php/cte/article/view/927
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AT serhiiskorniienko gamificationasatoolfordevelopingdigitalcompetenceinhighereducationtheorypracticeandimplementationguidelines
AT pavlovzahorodko gamificationasatoolfordevelopingdigitalcompetenceinhighereducationtheorypracticeandimplementationguidelines
AT mykhailovmoiseienko gamificationasatoolfordevelopingdigitalcompetenceinhighereducationtheorypracticeandimplementationguidelines
AT ivanidonchev gamificationasatoolfordevelopingdigitalcompetenceinhighereducationtheorypracticeandimplementationguidelines