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Open access Jurnal SINTA 2

Blockchain Technology into Gamification on Education

IJCCS (Indonesian Journal of Computing and Cybernetics Systems) · Vol. 14 No. 2 (2020) · pp. 147–158

DOI
10.22146/ijccs.53221
ISSN
2460-7258, 1978-1520
Published
2020-04-30
Publisher
IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.
Language
eng
License
creativecommons.org/licenses/by-sa/4.0

Abstract

As we know, Indonesia has begun to enter the era of revolution 4.0 which in that era there were many changes in all fields including the presence of blockchain technology which began to be in demand. Including in the field of education, the changes that occur in the world of education today are so significant with the commencement of the abandonment of teaching methods that still use conventional methods. Keep track of tasks by book, face to face communication, which of course will cause many losses in a certain period of time, as many tasks that have long been buried become difficult to find when needed, and the possibility of manipulation of tasks is still great. The learning method is considered as a boring and insecure way, where students cannot explore learning because the collected files can still be manipulated by other parties. So from now on the application of learning methods is changed by the concept of gamification which relies on blockchain technology. The gamification learning method was created to compensate for the times when students preferred to play games rather than learning, therefore the gamification method could be applied to management education in higher education.

Keywords

Collaboration network of the authors

26 authors · 75 co-authorship links · 24 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas Raharja
  • Satya Wacana Christian University
  • Universitas Catur Insan Cendekia Cirebon
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Ninda LutfianiUniversitas Raharja5
Nuke Puji Lestari SantosoUniversitas Raharja4
Fitra Putri OgandaUniversitas Raharja2
Sudaryono SudaryonoUniversitas Raharja2
Firman HanafiUniversitas Raharja2
Danny ManonggaSatya Wacana Christian University2
Eko SediyonoSatya Wacana Christian University2
Sri Yulianto Joko PrasetyoSatya Wacana Christian University2
Indri HandayaniUniversitas Raharja1
Chandra LukitaUniversitas Catur Insan Cendekia Cirebon1
Suwandi SuwandiUniversitas Catur Insan Cendekia Cirebon1
Eka Purnama HarahapUniversitas Raharja1
Chairun NasUniversitas Catur Insan Cendekia Cirebon1
Sudaryono SudaryonoUniversitas Raharja1
Rochmawati RochmawatiUniversitas Raharja1
Mukti BudiartoUniversitas Raharja1
Panca O. Hadi PutraUniversitas Raharja1
Irwan SembiringSatya Wacana Christian University1
Iwan SetyawanSatya Wacana Christian University1
Adi SetiawanSatya Wacana Christian University1
Sulistio SulistioUniversitas Raharja1
Nur AzizahUniversitas Raharja1
Rahmat SalamAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.ugm.ac.id/ijccs/oai, first harvested 26 Okt 2026, last seen 26 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Blockchain Technology into Gamification on Education</dc:title>
	<dc:creator>Aini, Qurotul</dc:creator>
	<dc:creator>Rahardja, Untung</dc:creator>
	<dc:creator>Khoirunisa, Alfiah</dc:creator>
	<dc:subject xml:lang="en-US">Computer Science</dc:subject>
	<dc:subject xml:lang="en-US">Revolution 4.0; Education; Gamification; Blockchain Technology</dc:subject>
	<dc:description xml:lang="en-US">As we know, Indonesia has begun to enter the era of revolution 4.0 which in that era there were many changes in all fields including the presence of blockchain technology which began to be in demand. Including in the field of education, the changes that occur in the world of education today are so significant with the commencement of the abandonment of teaching methods that still use conventional methods. Keep track of tasks by book, face to face communication, which of course will cause many losses in a certain period of time, as many tasks that have long been buried become difficult to find when needed, and the possibility of manipulation of tasks is still great. The learning method is considered as a boring and insecure way, where students cannot explore learning because the collected files can still be manipulated by other parties. So from now on the application of learning methods is changed by the concept of gamification which relies on blockchain technology. The gamification learning method was created to compensate for the times when students preferred to play games rather than learning, therefore the gamification method could be applied to management education in higher education.</dc:description>
	<dc:publisher xml:lang="en-US">IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.</dc:publisher>
	<dc:contributor xml:lang="en-US"></dc:contributor>
	<dc:date>2020-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
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	<dc:identifier>https://journal.ugm.ac.id/ijccs/article/view/53221</dc:identifier>
	<dc:identifier>10.22146/ijccs.53221</dc:identifier>
	<dc:source xml:lang="en-US">IJCCS (Indonesian Journal of Computing and Cybernetics Systems); Vol 14, No 2 (2020): April; 147-158</dc:source>
	<dc:source>2460-7258</dc:source>
	<dc:source>1978-1520</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.ugm.ac.id/ijccs/article/view/53221/27882</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 IJCCS (Indonesian Journal of Computing and Cybernetics Systems)</dc:rights>
	<dc:rights xml:lang="en-US">http://creativecommons.org/licenses/by-sa/4.0</dc:rights>
</oai_dc:dc>