Implementation of Educational Technology Based on Gamification in Interactive Monopoly Games in the 4.0 Era

被引:0
作者
Irhadtanto, Boedy [1 ]
Rohmah, Ima Isnaini Taufiqur [1 ]
Junarti [1 ]
Cuhanazriansyah, Muhammad Rinov [1 ]
Cahyaningrum, Yuniana [1 ]
机构
[1] IKIP PGRI Bojonegoro, Bojonegoro
关键词
education; gamification; learning; monopoly games; technology;
D O I
10.3991/ijim.v18i18.50549
中图分类号
学科分类号
摘要
Recent advancements in technology and information have profoundly influenced the realm of education, prompting a transformation in the learning process. This shift has become imperative due to the impact of the pandemic a few years ago, which necessitated the utilization of online technology for education. Given this situation, the conventional, monoto-nous learning approach now requires diversification to cater to various learning preferences. This evolution aligns with the need to tailor learning methods to students’ current interests and hobbies. Consequently, the adoption of educational technology based on gamification in the era of Industry 4.0 emerges as a solution to address these educational demands. There are several strategies to implement gamification effectively, aimed at fostering students’ enthusiasm for learning. In essence, Industry 4.0 has ushered in profound changes across all sectors by optimizing resources and production costs. The research method employed here is gamification, which revolves around the concept of game-based learning. The outcome of this research is an interactive monopoly game designed for integration into the learning process. © 2024 by the authors of this article.
引用
收藏
页码:157 / 166
页数:9
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