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Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning

International Journal of Cyber and IT Service Management · Vol. 1 No. 1 (2021) · hlm. 84–100

DOI
10.34306/ijcitsm.v1i1.24
ISSN
2808-554X, 2797-1325
Terbit
2021-04-30
Penerbit
Pandawan Sejahtera Indonesia
Bahasa
en
Lisensi
creativecommons.org/licenses/by/4.0/

Abstrak

Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects and ideally receive a far better data set for examination.

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40 penulis · 136 tautan kepenulisan bersama · 20 lintas organisasi · menampilkan 40 yang paling banyak terhubung

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  • Universitas Raharja
  • Satya Wacana Christian University
  • Universitas Kanjuruhan
  • Universitas Gadjah Mada
  • Universitas Halu Oleo
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
  • Garis lebih tebal = lebih banyak artikel bersama · lingkaran lebih besar = lebih banyak artikel
Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama
Untung RahardjaAfiliasi tidak diketahui19
Nuke Puji Lestari SantosoUniversitas Raharja8
Danny ManonggaSatya Wacana Christian University8
Irwan SembiringSatya Wacana Christian University6
Alfiah KhoirunisaUniversitas Raharja5
Ninda LutfianiUniversitas Raharja4
Po Abas SunaryaAfiliasi tidak diketahui4
Untung RahardjaUniversitas Raharja3
Dwi ApriliasariAfiliasi tidak diketahui3
Nesti Anggraini SantosoAfiliasi tidak diketahui2
Shofiyul MillahAfiliasi tidak diketahui2
Alwiyah AlwiyahAfiliasi tidak diketahui2
Eka Purnama HarahapUniversitas Raharja2
Agung RizkyAfiliasi tidak diketahui2
AUNU RAUFAfiliasi tidak diketahui2
RAHAYU WIDYASTUTIAfiliasi tidak diketahui2
Eka Purnama HarahapAfiliasi tidak diketahui2
Yulia Putri Ayu SanjayaAfiliasi tidak diketahui2
Nuke Puji Lestari SantosoAfiliasi tidak diketahui2
HenderiAfiliasi tidak diketahui2
Farida AgustinAfiliasi tidak diketahui2
Sudaryono SudaryonoUniversitas Gadjah Mada1
Firman HanafiUniversitas Raharja1
Mukti BudiartoUniversitas Raharja1
Panca O. Hadi PutraUniversitas Raharja1
Eko SediyonoSatya Wacana Christian University1
Sri Yulianto Joko PrasetyoSatya Wacana Christian University1
Fitra Putri OgandaUniversitas Raharja1
Nur AzizahUniversitas Raharja1
Rahmat SalamAfiliasi tidak diketahui1
Enike Dwi KusumawatiUniversitas Kanjuruhan1
Syam RahadiUniversitas Halu Oleo1
Raihan RaihanAfiliasi tidak diketahui1
Siti Nurindah SariAfiliasi tidak diketahui1
Rusli Ginting MuntheAfiliasi tidak diketahui1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://iiast.iaic-publisher.org/ijcitsm/index.php/IJCITSM/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning</dc:title>
	<dc:creator xml:lang="en">Ramadhan, Tarisya</dc:creator>
	<dc:creator xml:lang="en">Aini, Qurotul </dc:creator>
	<dc:creator xml:lang="en">Santoso, Sugeng </dc:creator>
	<dc:creator xml:lang="en">Badrianto, Achmad </dc:creator>
	<dc:creator xml:lang="en">Supriati, Ruli </dc:creator>
	<dc:subject xml:lang="en">Blockchain</dc:subject>
	<dc:subject xml:lang="en">Gamification</dc:subject>
	<dc:subject xml:lang="en">Game-Based Learning</dc:subject>
	<dc:subject xml:lang="en">Education</dc:subject>
	<dc:description xml:lang="en">Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's&amp;nbsp; to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend&amp;nbsp; this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the&amp;nbsp; artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects&amp;nbsp; and ideally receive a far better data set for examination.</dc:description>
	<dc:publisher xml:lang="en">Pandawan Sejahtera Indonesia</dc:publisher>
	<dc:date>2021-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://iiast.iaic-publisher.org/ijcitsm/IJCITSM/article/view/24</dc:identifier>
	<dc:identifier>10.34306/ijcitsm.v1i1.24</dc:identifier>
	<dc:source xml:lang="en">International Journal of Cyber and IT Service Management; Vol. 1 No. 1 (2021): April; 84-100</dc:source>
	<dc:source>2808-554X</dc:source>
	<dc:source>2797-1325</dc:source>
	<dc:source>10.34306/ijcitsm.v1i1</dc:source>
	<dc:language>en</dc:language>
	<dc:relation>https://iiast.iaic-publisher.org/ijcitsm/IJCITSM/article/view/24/6</dc:relation>
	<dc:relation>10.34306/ijcitsm.v1i1.24.g6</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2021 Tarisya Ramadhan, Qurotul Aini, Sugeng Santoso, Achmad Badrianto, Ruli Supriati.</dc:rights>
	<dc:rights xml:lang="en">https://creativecommons.org/licenses/by/4.0/</dc:rights>
</oai_dc:dc>