id	author	title	date	pages	extension	mime	words	sentence	flesch	summary	cache	txt
cte-927	Titova, Liubov O.; Korniienko, Serhii S.; Zahorodko, Pavlo V.; Moiseienko, Mykhailo V.; Donchev, Ivan I.	Gamification as a tool for developing digital competence in higher education: Theory, practice, and implementation guidelines	2025	30	.pdf	application/pdf	14416	751	11	Practical recommendations Based on the findings of this investigation, several practical recommendations can be offered for educators, educational technologists, and institutional leaders interested in implementing gamification approaches for digital competence development. Internet of Things (IoT) technologies create new possibilities for connecting gamified digital experiences with physical objects and environments, potentially expanding the range of digital competencies that can be developed through gamification approaches.	cache/cte-927.pdf	txt/cte-927.txt
