Can You Learn Successfully Through Gamification Models?
Have you ever wondered how famous musicians introduce their children to the world of music? They often use the approach of presenting music as a game. By leaving musical instruments readily accessible at home, they encourage their children to "play" with them. The idea is simple: when something is perceived as a game, it is neither boring nor tedious, and it can become part of a hobby, and eventually, a profession.
This is an approach that made me reflect:
"Can we integrate the idea of games and digital gamification models into education?"
This was the great challenge posed to 70 students and young people participating in the first hackathon in Bulgaria. From November 15 to 17, 2024, Burgas hosted the first edition of the DigiEduHack in Bulgaria, while 53 other hackathons took place across Europe. In the Burgas competition, 11 teams from high schools, technical colleges, and Burgas Free University (BFU) accepted the challenge. The motto of the DigiEduHack hackathon was "Gamification in Schools", bringing together young talents, IT specialists, and innovators who developed ideas to improve the learning process through gamification methods.
As a key partner of the EDIH DIGIHUB, the DINT Foundation contributed to the hackathon. Dimitar Todorov, project manager, encouraged young and creative students and university participants in Burgas throughout the three intense days of teamwork as a mentor.
The hackathon was organized by DIGIHUB, Telerik Academy, Burgas Free University, and the ICT Cluster Burgas, hosted by Central Park Burgas and supported by the Enterprise Europe Network (EEN). Strypes was the official sponsor, and media partners DevStyler and Burgas Municipality ensured wide coverage of the event.
Day One (November 15):
The official opening and lectures featured inspiring examples of gamification in education presented by Stanko Yanev, Tatyana Shurelova, and Bozhidar Bozhkov. Participants, divided into 11 teams, began developing their concepts with the support of mentors.
Day Two (November 16):
This day was dedicated to intensive work on the projects. Mentors Dimitar Todorov, Veselin Stoilov, Kiril Aleksiev, Yoana Krumova, and Bozhidar Bozhkov provided expert guidance, helping participants develop their ideas further.
Day Three (November 17):
Teams presented their projects to a jury consisting of representatives from both business and education sectors.
These three days demonstrated that gamification models can not only be integrated into education but also make it more engaging and enjoyable for students.
After discussions and analysis of each project and its demonstration, the jury selected the top three winning teams:
The winners will have the opportunity to present their projects internationally as part of the global DigiEduHack platform.
The hackathon "Gamification in Schools" demonstrated how innovation can transform the future of education. We continue to work towards creating platforms that bring together talent and business to foster creativity and digital transformation. Stay tuned for more events and initiatives from DIGIHUB and its partners!