A Gamified Learning Model for Business Intelligence in Technopreneurship Education: Case Study at FTI UNIBI

Authors

  • Acep Hendra Information System, Universitas Informatika dan Bisnis Indonesia
  • Imannudin Akbar Information System, Universitas Informatika dan Bisnis Indonesia
  • Titan Parama Yoga Information System, Universitas Informatika dan Bisnis Indonesia
  • Arnold Ropen Sinaga Information System, Universitas Informatika dan Bisnis Indonesia

DOI:

https://doi.org/10.37278/sisinfo.v8i1.1494

Keywords:

Business Intelligence, Educational Technology, Gamification, Technopreneurship, Business Portfolio

Abstract

This study designs a gamified learning model for the 'Technopreneur Portal' to enhance Business Intelligence (BI) mastery within the Technopreneurship course at Universitas Informatika dan Bisnis Indonesia (UNIBI). While BI is a crucial competency for developing data-driven startups, teaching these complex concepts through traditional, passive e-learning often results in high cognitive load and low student engagement. Furthermore, a significant research gap exists: although gamification is widely used to boost general motivation, its specific integration in teaching technical entrepreneurship and BI remains underexplored. To address this, this study adopts the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) framework to systematically transform the syllabus into interactive, gamified modules. Traditional learning activities are reimagined as "Business Quests," where students earn Experience Points (XP) and specialized "Badges," fostering healthy competition through a class "Leaderboard." The integration of gamification shifts the learning paradigm from passive observation to active, experiential participation, effectively scaffolding the mastery of practical BI skills. This contextually tailored approach significantly boosts students’ motivation, analytical abilities, and overall entrepreneurial readiness. Additionally, the model enables students to build a tangible business portfolio, culminating in a Certificate of Achievement with a QR code for digital, accountable validation of their competency credentials.

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Published

2026-04-16

How to Cite

Hendra, A., Akbar, I., Yoga, T. P., & Sinaga, A. R. (2026). A Gamified Learning Model for Business Intelligence in Technopreneurship Education: Case Study at FTI UNIBI. SISINFO : Jurnal Sistem Informasi Dan Informatika, 8(1), 69–76. https://doi.org/10.37278/sisinfo.v8i1.1494

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