The use of gamification in teachers training for digital competence development.

2018 edition

Anna Sánchez-Caballé, Tania Molero-Aranda

The I+D project SIMUL@B: 3D simulations laboratory for the digital teaching competence development is funded by Ministerio de Economía y Competitividad del Gobierno de España (Ref. EDU2013-42223-P) and developed by the Applied Research Group in Education and Technology (ARGET) (Ref. 2017SGR-1682) from Universitat Rovira i Virgili (Tarragona) with the collaboration of  Universitat de Lleida and Universitat d’Andorra. This project started in 2014 and gathers several investigations and doctoral thesis. The general aim is to design a virtual lab to be fitted in the future teachers training plan directed to guarantee the Digital Teaching Competence (DTC) acquisition through the Design Based-Research Methodology (DBR). This methodology is characterized by being carried out in different iterations which allows the researchers improve the prototype or product. Specifically this poster talks about the last DBR iteration what develops the gamification part of the educational proposal through badges.

Gamification is defined as the implementation of games in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011; Deterding, Sicart,  Nacke, O’Hara, & Dixon, 2011). One way to gamify is through the incorporation of badges in the educational processes in order to allow the learners to compete with others and themselves to accomplish a goal (Gibson, Ostashewski, Flintoff, Grant, & Knight, 2015). For this project, 15 different types of badgets were created in a 3d virtual space to develop the digital competence (DC) that according to Ferrari (2012) is a basic competence necessary for all the citizens. This badgets was distributed in four groups (work team, activities, objects and diffusion) according to the variables to be studied in the present work.


Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.

Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In CHI’11 extended abstracts on human factors in computing systems (pp. 2425-2428). ACM.

Ferrari, A. (2012). Digital competence in practice: An analysis of frameworks. Sevilla: European Commission, Joint Research Centre (JRC).

Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20(2), 403-410.