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http://elibrary.kdpu.edu.ua/xmlui/handle/123456789/12015| Назва: | Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines |
| Автори: | Тітова, Любов Олександрівна Корнієнко, Сергій Сергійович Загородько, Павло Володимирович Моісеєнко, Михайло Вікторович Дончев, Іван Іванович |
| Ключові слова: | 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 literacy гейміфікація цифрова компетентність вища освіта симулятор збирання ПК навчання на основі симуляції доповнена реальність залученість студентів мотивація освітні технології освіта з інформатики міждисциплінарні застосування керівні принципи впровадження навички розв'язання проблем цифрова грамотність |
| Дата публікації: | 2025 |
| Видавництво: | Academy of Cognitive and Natural Sciences |
| Бібліографічний опис: | Titova L.O., Korniienko S.S., Zahorodko P.V., Moiseienko M.V., Donchev I.I. Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines // CTE Workshop Proceedings, 12, pp. 78–107. Access mode: https://acnsci.org/journal/index.php/cte/article/view/927/870 |
| Короткий огляд (реферат): | 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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| URI (Уніфікований ідентифікатор ресурсу): | http://elibrary.kdpu.edu.ua/xmlui/handle/123456789/12015 https://acnsci.org/journal/index.php/cte/article/view/927/870 |
| Розташовується у зібраннях: | Кафедра інформатики та прикладної математики |
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