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

Authors

  • Boedy Irhadtanto IKIP PGRI Bojonegoro, Bojonegoro, Indonesia
  • Ima Isnaini Taufiqur Rohmah IKIP PGRI Bojonegoro, Bojonegoro, Indonesia https://orcid.org/0000-0001-9184-8848
  • Junarti IKIP PGRI Bojonegoro, Bojonegoro, Indonesia https://orcid.org/0009-0003-8603-0293
  • Muhammad Rinov Cuhanazriansyah IKIP PGRI Bojonegoro, Bojonegoro, Indonesia
  • Yuniana Cahyaningrum IKIP PGRI Bojonegoro, Bojonegoro, Indonesia

DOI:

https://doi.org/10.3991/ijim.v18i18.50549

Keywords:

gamification, monopoly game, technology, education, learning

Abstract


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, monotonous 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.

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Published

2024-09-24

How to Cite

Boedy Irhadtanto, Ima Isnaini Taufiqur Rohmah, Junarti, Cuhanazriansyah, M. R., & Cahyaningrum, Y. (2024). Implementation of Educational Technology Based on Gamification in Interactive Monopoly Games in the 4.0 Era. International Journal of Interactive Mobile Technologies (iJIM), 18(18), pp. 157–166. https://doi.org/10.3991/ijim.v18i18.50549

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Papers