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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
ISSN 2460-7258, 1978-1520
Published 2021-01-31
Publisher IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.
Language eng
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.
Collaboration network of the authors
15 authors ·
42 co-authorship links
· 9 across different organisations
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Universitas Raharja Satya Wacana Christian University Affiliation unknown
Different organisations
Same organisation
Affiliation unknown
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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>
<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
<dc:type xml:lang="en-US"></dc:type>
<dc:format>application/pdf</dc:format>
<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>
</oai_dc:dc>
Citations and indexing
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29 citations
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10 citations
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Cite this article
APA 7
Aini, Q., Budiarto, M., Putra, P. O. H., & Santoso, N. P. L. (2021). Gamification-based The Kampus Merdeka Learning in 4.0 era. IJCCS (Indonesian Journal of Computing and Cybernetics Systems), 15(1), 31–42. https://doi.org/10.22146/ijccs.59023
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IEEE
Q. Aini, M. Budiarto, P. O. H. Putra, and N. P. L. Santoso, “Gamification-based The Kampus Merdeka Learning in 4.0 era,” IJCCS (Indonesian Journal of Computing and Cybernetics Systems), vol. 15, no. 1, pp. 31–42, 2021, doi: 10.22146/ijccs.59023.
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