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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) · pp. 84–100

DOI
10.34306/ijcitsm.v1i1.24
ISSN
2808-554X, 2797-1325
Published
2021-04-30
Publisher
Pandawan Sejahtera Indonesia
Language
en
License
creativecommons.org/licenses/by/4.0/

Abstract

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.

Keywords

Collaboration network of the authors

40 authors · 139 co-authorship links · 17 across different organisations · showing the 40 most connected

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 Kanjuruhan
  • Universitas Halu Oleo
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Untung RahardjaAffiliation unknown17
Nuke Puji Lestari SantosoUniversitas Raharja7
Danny ManonggaSatya Wacana Christian University7
Alfiah KhoirunisaUniversitas Raharja5
Irwan SembiringSatya Wacana Christian University5
Ninda LutfianiUniversitas Raharja4
Po Abas SunaryaAffiliation unknown4
Untung RahardjaUniversitas Raharja3
Nesti Anggraini SantosoAffiliation unknown2
Dwi ApriliasariAffiliation unknown2
Shofiyul MillahAffiliation unknown2
Alwiyah AlwiyahAffiliation unknown2
Eka Purnama HarahapUniversitas Raharja2
Agung RizkyAffiliation unknown2
Eka Purnama HarahapAffiliation unknown2
Yulia Putri Ayu SanjayaAffiliation unknown2
Nuke Puji Lestari SantosoAffiliation unknown2
HenderiAffiliation unknown2
Farida AgustinAffiliation unknown2
Sudaryono SudaryonoUniversitas Raharja1
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 SalamAffiliation unknown1
Enike Dwi KusumawatiUniversitas Kanjuruhan1
Syam RahadiUniversitas Halu Oleo1
Dyah Lestari YuliantiUniversitas Kanjuruhan1
Yusuf DurachmanAffiliation unknown1
Raihan RaihanAffiliation unknown1
Siti Nurindah SariAffiliation unknown1
Rusli Ginting MuntheAffiliation 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://iiast.iaic-publisher.org/ijcitsm/index.php/IJCITSM/oai, first harvested 6 Nov 2026, last seen 6 Nov 2026.
Original metadata (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>