Gamification in Digital Learning via Roblox Platform: A pathway in Developing 21st Century Skills at Higher Education Level
Azmira Abdullah and
Nuraisyah Fitrie Abdullah
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Azmira Abdullah: Faculty of Accountancy, Universiti Teknologi MARA, Cawangan Sarawak, Kampus Samarahan, Malaysia
Nuraisyah Fitrie Abdullah: Faculty of Accountancy, Universiti Teknologi MARA, Cawangan Sarawak, Kampus Samarahan, Malaysia
International Journal of Research and Innovation in Social Science, 2025, vol. 9, issue 25, 203-208
Abstract:
This concept paper examines the role of gamification in digital learning as a catalyst for developing 21st century competencies, hereafter referred to as 4C’s skills, namely critical thinking, creativity, collaboration, and communications. The primary objective of this paper is to explore how gamification can enhance the development of 4C’s skills at higher education level. This study adopts a qualitative approach by incorporating reviews of previous studies on gamification in learning and 4C’s skills. The analysis finds that gamification of learning will be much helpful in developing of 4C’s among the students in higher education as to fulfil the employers’ requirements. The findings suggest that effective application of gamification in digital learning not only facilitates knowledge transfer and enhances student engagement but also assist in the development of the 4C’s skills. This paper tries to bridge the gap between application gamification in digital learning and the development of 4C’s skills. On top of that, it also proposes a conceptual framework linking gamification strategies to skills development in higher education. Valuable guidance also provided to educators, policymakers and researchers in helping the students in developing multi skills required by the employers. By having great understanding on the benefits of gamification, the educators may gradually switch their traditional teaching method into gamification. In addition, the policymakers such as Ministry of Higher Education may provide funds in order to encourage the application of gamification in class.
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:bcp:journl:v:9:y:2025:i:25:p:203-208
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