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Open access Jurnal SINTA 2

Gamification-based The Kampus Merdeka Learning in 4.0 era

IJCCS (Indonesian Journal of Computing and Cybernetics Systems) · Vol. 15 No. 1 (2021) · pp. 31–42

DOI
10.22146/ijccs.59023
ISSN
2460-7258, 1978-1520
Published
2021-01-31
Publisher
IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.
Language
eng
License
creativecommons.org/licenses/by-sa/4.0

Abstract

Recently, education has been enlivened by the presence of the Merdeka Campus program initiated by Nadiem Makarim. It uses the Kampus Merdeka concept to learn to follow the development of education in the 4.0 era. This change has become a paradigm for Higher Education to build a Merdeka Campus to learn to face challenges in the 4.0 era. However, the challenge is not easy for universities, so that students join the independent program to learn quickly. This study aims to motivate students to participate in independent learning activities in a collaborative learning system with gamification techniques. Gamification is in the form of reward badges for student achievement in all learning activities carried out. The higher education independent learning system is designed using the library study method and Agile Development with two frameworks, namely Laravel and VueJS. It can be proven from the results of the SUS Score Analysis showing the number 92.5 indicating that the independent learning campus system provides positive benefits by gamification of students being more motivated and ready to face learning challenges in the 4.0 era.

Keywords

Collaboration network of the authors

15 authors · 42 co-authorship links · 9 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
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Untung RahardjaUniversitas Raharja4
Danny ManonggaSatya Wacana Christian University2
Eko SediyonoSatya Wacana Christian University2
Sri Yulianto Joko PrasetyoSatya Wacana Christian University2
Fitra Putri OgandaUniversitas Raharja2
Nur AzizahUniversitas Raharja2
Rahmat SalamAffiliation unknown2
Ninda LutfianiUniversitas Raharja1
Sudaryono SudaryonoUniversitas Raharja1
Firman HanafiUniversitas Raharja1
Alfiah KhoirunisaUniversitas Raharja1

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">Gamification-based The Kampus Merdeka Learning in 4.0 era</dc:title>
	<dc:creator>Aini, Qurotul</dc:creator>
	<dc:creator>Budiarto, Mukti</dc:creator>
	<dc:creator>Putra, Panca Oktavia Hadi</dc:creator>
	<dc:creator>Santoso, Nuke Puji Lestari</dc:creator>
	<dc:subject xml:lang="en-US">Computer Science; Information System; Education</dc:subject>
	<dc:subject xml:lang="en-US">Kampus Merdeka; Gamification; Laravel; Agile</dc:subject>
	<dc:description xml:lang="en-US">Recently, education has been enlivened by the presence of the Merdeka Campus program initiated by Nadiem Makarim. It uses the Kampus Merdeka concept to learn to follow the development of education in the 4.0 era. This change has become a paradigm for Higher Education to build a Merdeka Campus to learn to face challenges in the 4.0 era. However, the challenge is not easy for universities, so that students join the independent program to learn quickly. This study aims to motivate students to participate in independent learning activities in a collaborative learning system with gamification techniques. Gamification is in the form of reward badges for student achievement in all learning activities carried out. The higher education independent learning system is designed using the library study method and Agile Development with two frameworks, namely Laravel and VueJS. It can be proven from the results of the SUS Score Analysis showing the number 92.5 indicating that the independent learning campus system provides positive benefits by gamification of students being more motivated and ready to face learning challenges in the 4.0 era.</dc:description>
	<dc:publisher xml:lang="en-US">IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.</dc:publisher>
	<dc:contributor xml:lang="en-US">Universitas Raharja</dc:contributor>
	<dc:date>2021-01-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>https://journal.ugm.ac.id/ijccs/article/view/59023</dc:identifier>
	<dc:identifier>10.22146/ijccs.59023</dc:identifier>
	<dc:source xml:lang="en-US">IJCCS (Indonesian Journal of Computing and Cybernetics Systems); Vol 15, No 1 (2021): January; 31-42</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/59023/30556</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 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>
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