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A study on the relation between industry 4.0 technologies and gamification in e-learning

Renata Pereira Oliveira (Department of Production Engineering and Systems (PPPRO), Federal Centre for Technological Education Celso Suckow da Fonseca (CEFET/RJ), Rio de Janeiro, Brazil)
Igor Leão Santos (Department of Production Engineering and Systems (PPPRO), Federal Centre for Technological Education Celso Suckow da Fonseca (CEFET/RJ), Rio de Janeiro, Brazil)
Cristina Gomes de Souza (Department of Production Engineering and Systems (PPPRO), Federal Centre for Technological Education Celso Suckow da Fonseca (CEFET/RJ), Rio de Janeiro, Brazil)
Augusto da Cunha Reis (Department of Production Engineering and Systems (PPPRO), Federal Centre for Technological Education Celso Suckow da Fonseca (CEFET/RJ), Rio de Janeiro, Brazil)
Wallice Medeiros de Souza (Department of Production Engineering and Systems (PPPRO), Federal Centre for Technological Education Celso Suckow da Fonseca (CEFET/RJ), Rio de Janeiro, Brazil)

Interactive Technology and Smart Education

ISSN: 1741-5659

Article publication date: 17 May 2022

Issue publication date: 17 November 2023

391

Abstract

Purpose

COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the road toward Education 4.0. In this regard, several research challenges arise, involving the preparation of gamification strategies in online learning environments. In this sense, this paper aims to investigate the relationship between technologies of I4.0 and gamification practices in online learning around the world. Specifically, to categorize the studies of the scientific literature in the area into knowledge domains and the mention of I4.0 technologies and to verify the relationship of these technologies with the different educational levels.

Design/methodology/approach

The preferred reporting items for systematic reviews and meta-analysis protocol was used as a research method with 130 papers included for full content analysis and obtained from the Web of Science.

Findings

The leading I4.0 technologies mentioned in the analyzed papers were simulation, Internet of Things and augmented/virtual reality, in this order. Although there are more mentioned technologies, the domain of knowledge to be applied and the educational level interfere in choosing these pillars. With this, the main findings of this relationship were exposed in a singular, modern, active, realist, technological framework to demonstrate how I4.0 relates to the practice of gamification in online educational environments.

Originality/value

To the best of the authors’ knowledge, this is the first study that brings together the relationship of gamification applied in e-learning with I4.0 technologies.

Keywords

Citation

Oliveira, R.P., Santos, I.L., de Souza, C.G., Reis, A.d.C. and de Souza, W.M. (2023), "A study on the relation between industry 4.0 technologies and gamification in e-learning", Interactive Technology and Smart Education, Vol. 20 No. 4, pp. 449-474. https://doi.org/10.1108/ITSE-02-2022-0020

Publisher

:

Emerald Publishing Limited

Copyright © 2022, Emerald Publishing Limited

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