Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2

Authors

DOI:

https://doi.org/10.3991/ijim.v17i18.42161

Keywords:

gamification, 21st-century skills, skill development, education

Abstract


This study explores how gamification in DOTA 2 cultivates 21st-century skills (problem-solving, teamwork, communication, and critical thinking). It supports DOTA 2 as an immersive platform for skill development. The study investigated various sources, including player surveys, meticulous gameplay analysis, academic research reviews, and expert opinions. By synthesizing this evidence, the study sheds light on DOTA 2’s potential to hone and refine abilities. Player surveys revealed individuals’ acquisition of adaptability in dynamic situations, cultivation of strategic thinking abilities, and enhancement of effective team collaboration skills. An in-depth examination of gameplay unveiled discernible patterns of collaborative effort and cognitive processes aimed at resolving challenges resembling real-world situations. Existing scholarly literature substantiates these findings and highlights gaming’s role in developing 21st-century competencies. The study emphasizes the potential implications of its results for stakeholders, such as educators, policymakers, and game developers, offering valuable opportunities for the practical application of gamification strategies. It sparks further investigation and exploration of unexplored research avenues. This study contributes to the growing body of literature recognizing gaming’s substantial advantages in fostering crucial 21st-century skills.

Author Biographies

Agariadne Dwinggo Samala, Faculty of Engineering, Universitas Negeri Padang, West Sumatera, Indonesia

Agariadne Dwinggo Samala is a dedicated researcher and an Assistant Professor at the Faculty of Engineering, Universitas Negeri Padang (UNP), Indonesia, specializing in Informatics and Computer Engineering Education. He graduated from the Department of Computer Engineering, Faculty of Information Technology, Universitas Andalas, Indonesia. In 2015, he earned a Master's degree in Technology and Vocational Education, with a focus on Informatics Engineering Education, from the Faculty of Engineering at UNP. Additionally, he is the Coordinator of the EMERGE (Emerging Technologies and Multimedia in Education Research Group) in Indonesia, where he contributes to advancing research initiatives. He is an external member of the Digital Society Lab at the Institute for Philosophy and Social Theory (IFDT), University of Belgrade, Serbia, as well as at Technology, Instruction, and Design in Engineering and Education Research (TiDEE.rg), Universidad Católica de Ávila, Spain. In addition, he is a valued member of the International Society for Engineering Pedagogy (IGIP) based in Austria. With a deep passion for education, he has conducted impactful research on Technology-Enhanced Learning (TEL), Emerging Technologies in Education, Flexible Learning, 21st Century Learning, and Technology, Vocational Education and Training (TVET). He has contributed to the scientific community through his extensive publication record, with more than 30 published scientific papers, including notable contributions to Scopus-indexed journals. He has also fostered collaborative partnerships with other experts in the field to drive progress in education. Moreover, he has been certified as Microsoft Certified Educator (4r8J-XLSV) in 21st Century Learning, Microsoft Certified: Power BI Data Analyst Associate & Google Certified Educator reflects his commitment to innovative teaching and learning practices that integrate technology and enhance education through creative, technology-based approaches.

Ljubisa Bojic, Institute for Philosophy and Social Theory, University of Belgrade, Serbia

Ljubisa Bojic is a communication scientist, social psychologist, futurist. Born in Serbia in 1983, Bojic received his Ph.D. from the Institute for Political Studies (Sciences PO Lyon) at the University of Lyon II, France. He is currently a research fellow of the Digital Society Lab, Institute for Philosophy and Social Theory, at the University of Belgrade. His research focuses on emerging technologies, such as artificial intelligence, algorithmic creativity and decision-making, virtual and augmented reality, Blockchain, social media, and recommender systems.

Diego Vergara-Rodríguez, Universidad Católica de Ávila, Ávila, Spain

Diego Vergara-Rodríguez is an Associate Professor in the Department of Mechanical Engineering at the Catholic University of Avila (Spain). He completed his Ph.D. studies at the University of Salamanca and obtained degrees in Civil Engineering and Materials Engineering. He has participated as a co-author in more than 200 papers published in recognized international conferences and journals and in several research projects.

Blanka Klimova, University of Hradec Králové, Czech Republic

Blanka Klimova is an Associate Professor and head of the Department of Applied Linguistics at the Faculty of Informatics and Management of the University of Hradec Králové, Czech Republic. Her research focuses on educational technology and digital learning.

Fadhli Ranuharja, Faculty of Engineering, Universitas Negeri Padang, West Sumatera, Indonesia

Fadhli Ranuharja is a highly accomplished lecturer and researcher. He specializes in Learning Technology, Multimedia, and TVET (Technical and Vocational Education and Training). He has been actively teaching and conducting research, striving to enhance his student’s educational experience while making valuable contributions to Learning Technology, Multimedia, and TVET.

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Published

2023-09-20

How to Cite

Samala, A. D., Bojic, L., Vergara-Rodríguez, D., Klimova, B., & Ranuharja, F. (2023). Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2. International Journal of Interactive Mobile Technologies (iJIM), 17(18), pp. 33–54. https://doi.org/10.3991/ijim.v17i18.42161

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Papers