2019
DOI: 10.30935/cet.554469
|View full text |Cite
|
Sign up to set email alerts
|

The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

4
129
0
14

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 206 publications
(147 citation statements)
references
References 37 publications
4
129
0
14
Order By: Relevance
“…For example, to meet these expectations, Education 4.0 is becoming more popular. The concept of learning by doing, in which students are encouraged to learn and discover different things in singular ways based on experimentation (Almeida and Simoes, 2019). It cannot be denied that education and training should prepare us for the context in which creativity, innovation, reflexivity, entrepreneurship, flexibility and adaptability are deemed to be pivotal, as are a range of soft skills (Avis, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…For example, to meet these expectations, Education 4.0 is becoming more popular. The concept of learning by doing, in which students are encouraged to learn and discover different things in singular ways based on experimentation (Almeida and Simoes, 2019). It cannot be denied that education and training should prepare us for the context in which creativity, innovation, reflexivity, entrepreneurship, flexibility and adaptability are deemed to be pivotal, as are a range of soft skills (Avis, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…Dengan demikian tujuan pembelajaran belum tercapai dengan optimal. Agar tujuan pembelajaran dapat dicapai dengan optimal, maka pembelajaran harus dikemas dengan inovatif, menarik, dan menyenangkan (Almeida & Simoes, 2019;Bayram, 2019). Pembelajaran yang inovatif, menarik dan menyenangkan dapat dilakukan dengan memanfaatkan multimedia game edukasi (Setyawan et al, 2019).…”
Section: Ahli Materiunclassified
“…The aforementioned statement is in line with the theory proposed by Padmadewi, Agustini & Artini, (2017), interesting media in teaching aims at attracting learners' attention and enthusiast throughout learning process. Almeida & Simoes (2019) also argue that Gamification is a mechanics-based media which is able to motivate action, solve problems and improve learning process. The statement also supported by Alsawaier (2017) that gamification can positively increase learning motivation and engagement in the classroom.…”
Section: The Effect Of Gamification Based On Balinese Local Stories Omentioning
confidence: 99%
“…Technology has become a huge part in educational system (Figueroa, 2015). Industrial revolution 4.0 has changed educational paradigms where the implementation of student-centered are demanded (Almeida & Simoes, 2019;Ashraf, Ahmadi & Hosseinnia, 2017). Student-centered emphasizes student's role as an active participant and develop their ideas through exploring and constructing information by their own (Ashraf, Ahmadi & Hosseinnia, 2017).…”
Section: Introductionmentioning
confidence: 99%