Agariadne Dwinggo Samala, Ljubisa Bojic, Diego Vergara-Rodríguez, Blanka Klimova, Fadhli Ranuharja
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引用次数: 0
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.
期刊介绍:
This interdisciplinary journal focuses on the exchange of relevant trends and research results and presents practical experiences gained while developing and testing elements of interactive mobile technologies. It bridges the gap between pure academic research journals and more practical publications. So it covers the full range from research, application development to experience reports and product descriptions. Fields of interest include, but are not limited to: -Future trends in m-technologies- Architectures and infrastructures for ubiquitous mobile systems- Services for mobile networks- Industrial Applications- Mobile Computing- Adaptive and Adaptable environments using mobile devices- Mobile Web and video Conferencing- M-learning applications- M-learning standards- Life-long m-learning- Mobile technology support for educator and student- Remote and virtual laboratories- Mobile measurement technologies- Multimedia and virtual environments- Wireless and Ad-hoc Networks- Smart Agent Technologies- Social Impact of Current and Next-generation Mobile Technologies- Facilitation of Mobile Learning- Cost-effectiveness- Real world experiences- Pilot projects, products and applications