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With recent  IR 4.0, current technology impacts education approach in engaging the students in the classroom. 

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With recent  IR 4.0, current technology impacts education approach in engaging the students in the classroom. 

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Students nowadays interact with technology much better than us. However, it means that students have less attention on certain situation. They easily bored and need a lot of interactive things to attract their attention.

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As accounting lecturer, I have noticed that students lose their attention quickly or seems have no motivation to learn certain accounting topics. 

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As accounting lecturer, I have noticed that students lose their attention quickly or seems have no motivation to learn certain accounting topics. 

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For me the new trend of learning approach as to gamify the lesson is completely a brilliant ideas. It will enhance student engagement into the lesson, learning real life experience,better learning environment, instant feedback and as overall create significant impact on student's performance gain.

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Gamification on learning accounting can be done on several aspects. The use of octalysis model can be applied. 

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Gamification on learning accounting can be done on several aspects. The use of octalysis model can be applied. 

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The octalysis elements that can be embedded are epic meaning, accomplishment, empowerment, ownership, social influence, scarcity, unpredictability and avoidance.
These elements have various purpose and objectives to achieve the student's attention especially to motivate the students in the process learning.

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With regards to Education 4.0. I think accounting lesson can adopted several gamification elements into the learning activities.
The existing web application we can use kahoot games (https://kahoot.it/) or Quiziz (https://quizizz.com/join/). These games exposed student with fast thinking and element of accomplishment and empowerment take place.

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The evidence is in the practice

ESSA Level 3 correlation evidence in math and ELA, earned by teachers running frequent formative assessments.

When teachers run 30+ formative questions a week, the research is clear: they get more data-driven, their students get more engaged. Wayground is built to make that practice enjoyable ot run, attainable to fit a class period, and habitual enough to last past September.

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Quizizz is now Wayground | Teacher AI and Resources

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Find standards-aligned resources that engage every student. Wayground (formerly Quizizz) helps teachers differentiate instruction with AI and track student progress.

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Secondly, lecturer can introduce student with games embedded in ClassDojo (https://www.classdojo.com/). This web applications can manage and maintain students performance online. Lecturer can create certain achievement to achieve in order to attract student to the subject. 

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Secondly, lecturer can introduce student with games embedded in ClassDojo (https://www.classdojo.com/). This web applications can manage and maintain students performance online. Lecturer can create certain achievement to achieve in order to attract student to the subject. 

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ClassDojo helps teachers, parents, and students build amazing classroom communities.

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Shifting to Education 4.0 link all learning approaches into one particular roof. There is Heutagogy, Peeragogy and Cybergogy. In gamification, self determined learning is also part of the process. 

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Shifting to Education 4.0 link all learning approaches into one particular roof. There is Heutagogy, Peeragogy and Cybergogy. In gamification, self determined learning is also part of the process. 

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Peeragogy learning approach refers to peer-based learning where group of peers learning together and teaching each other. This will create more fun in gamification as all players changing ideas and learn from their peers. 

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Peeragogy learning approach refers to peer-based learning where group of peers learning together and teaching each other. This will create more fun in gamification as all players changing ideas and learn from their peers. 

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Cybergogy learning attempts to create online environment among students in order to have better engagement in class. Combining all these three approaches, Gamification will actually works in order to create fun and interesting class atmosphere. 

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Cybergogy learning attempts to create online environment among students in order to have better engagement in class. Combining all these three approaches, Gamification will actually works in order to create fun and interesting class atmosphere. 

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As conclusion, gamification is relevance and practical to be implemented in Education 4.0 as we are moving into world of technology. .