Key points are not available for this paper at this time.
Abstract The Industrial Revolution (IR4.0) has dramatically affected economic growth, technology advancement, business development and innovation are major contributors to economic growth. Today, the field of technology has transformed the landscape of educational technology. The revolution in technology is rapidly changing, producing new models and methods of education for the future, enhancing the universities capabilities to prepare graduates for future life, life in the real world. The IR 4.0 will advance to establish smart robots and replace humans in certain job sectors and industries. However, specific skills, knowledge and emotional intelligence can never be replaced by robots. Because of the technological advancement, the education sector is forced to begin its technological revolution, focusing on educational innovation, agility, ultimately changing the traditional methods of learning. Many works of literature have discussed educational innovation, by increasing the student’s motivation and changing the student environment of the class. An analysis of the literature conducted on gamification determined that gamification support student achievement and motivation at a college level. The analysis revealed significant signs individual points, badges, achievements leaderboards and levels are the most commonly implemented form of gamification.
Rahardja et al. (Sun,) studied this question.