| 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. |