• Untung Rahardja
  • Qurotul Aini
  • Eka Purnama Harahap
Keywords: Gamification, ZPreneur, ITPreneurship, Student, iLearning


The rise of online learnings have proliferated immensely in Indonesia, sprouting a lot of institutions in the field ofeducation following this trend. However, if just looking for a change in trends, it was not appropriate to be appliedin the education field. In this context, Perguruan Tinggi Raharja has iLearning method of learning which hasincreasingly become the most popular concentration field of study for students. Community ZPreneur is agamification management system that implements iLearning on the subject of ITpreneurship. Gamification isworking to make the technology attractive, by encouraging users to engage in desired behaviors, by showing theway to mastery and autonomy, to assist in solving the problem in order not to be a nuisance, as well as by takingadvantage of human psychological tendency 'to engage in a game'. Gamification is also able to motivate us toachieve better. Because of the presence of gamification technology we would try to improve the quality of ourachievements by contributing in the ZPreneur. With that concept, students are expected to hone their creativity increating a business for themselves. In addition, with the implementation of the concept of gamification, students should be more competitive in contributing there.


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