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. |