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      <title>Reflection by Fikri Tamrin</title>
      <link>https://padlet.com/krolfikri/mev2heowq0k6</link>
      <description>Relevancy and practicality of gamification in the context of Education 4.0</description>
      <language>en-us</language>
      <pubDate>2018-01-31 10:15:25 UTC</pubDate>
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         <title>My reflection</title>
         <author>krolfikri</author>
         <link>https://padlet.com/krolfikri/mev2heowq0k6/wish/226481158</link>
         <description><![CDATA[<div><br>Education can be simply understood as a process of facilitating learning, or the acquirement of knowledge, skills, values, beliefs, and habits. It is inherently a complex process involving understanding and catering for diversity in learning styles. Hence, educator would need to diligently design the content delivery such that both the educator and learner speak at the same wavelength. Richard P. Feynmann once said, “<em>Anything found in research is lost and not usable unless it is taught to others in a comprehensible way</em>”. Gamification of learning appears as an alternative educational approach (cybergogy) to embed both game design and game elements (game mechanics) in learning environments with the ultimate aim to motivate participation, engagement, and loyalty. Nevertheless, its relevancy and practicality within the context of Education 4.0 seems unclear and debateable.&nbsp;</div><div>&nbsp;</div><div>Education 4.0 is essentially driven by Industrial Revolution (IR) 4.0 in which the curriculum content should be thoughtfully designed to meet requirements of the latter. Relevant courses may include Artificial Intelligence (AI), Robotics, Internet of Things (IoT), Autonomous Vehicles, Biotechnology, Nanotechnology, to name but a few. For instance, Robotics and IoT courses may be designed based on points, badges and leaderboards (PBL) styles. In this way, gamification of learning would be directly relevant with the Education 4.0. It should be noted that this method of teaching Robotics has been implemented in engineering colleges and universities since 1990s.&nbsp;</div><div>&nbsp;</div><div>Another issues are the depth and breadth of the content that can be gamified, and the background effort required to gamify learning units relevant to Education 4.0. This may be feasible provided that there are friendly learning management systems (LMS) in place in addition to continuous technical support. On the other hand, gamification of learning can be viewed as a complementary aspect of conventional teaching method in the classroom. In short, gamification in Education 4.0 is relevant and practical to equip students with skills and knowledge required for IR 4.0.&nbsp;</div>]]></description>
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         <pubDate>2018-01-31 10:17:31 UTC</pubDate>
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