Abstract |
The education system has existed for several hundreds of years, with the purpose of educating young minds and
producing workforces suitable for the needs of the industry. Unfortunately, despite the rapidly changing nature of
the aforementioned industry, our education system has changed very little to accommodate. The advent of the
Industrial Revolution 4.0 furthermore, demands graduates that are flexible, and able to think critically and
innovatively. Therefore it is pertinent that the education system be updated to tailor towards the current needs of
said industry.
Fortunately, “Gamification”, the application of typical game elements, principles and mechanics have shown to be
highly effective in training individuals in internalizing concepts, practicing skills, applying knowledge, nurturing
curiosity, and thinking critically. All of which are highlighted in Higher Education 4.0.
Here, we have developed the “ExP System” that effectively gamifies classrooms in an effort to increase
engagement in students. The system employs a point-reward mechanic not unlike those currently applied in
marketing strategies such as “Petronas Mesra”, “Air Asia Big Points”, and “Starbucks Rewards”. Like these
strategies, the ExP System does not severely change the mechanics of the classroom, but manipulates the
existing format while providing motivation. The system also enumerates their participation in i) the classroom, ii)
laboratory activities and iii) completing assignments, giving useful insight into their strengths and weaknesses in
real time throughout the semester. Involvement in these components are strictly voluntary and fully capitalizes on
their intrinsic and extrinsic motivations. This effectively trains the students to self-motivate; a trait that is crucial in
both the classroom and workplace.
The system essentially improves student engagement, and ultimately improves their overall learning quality. |