scholarly journals Blockchain Technology into Gamification on Education

Author(s):  
Qurotul Aini ◽  
Untung Rahardja ◽  
Alfiah Khoirunisa

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.

EDUTECH ◽  
2019 ◽  
Vol 18 (1) ◽  
pp. 79
Author(s):  
Po Abas Sunarya ◽  
Untung Rahardja ◽  
Qurotul Aini ◽  
Alfiah Khoirunisa

As we know now, Indonesia has begun to enter the era of revolution 4.0 which in that era had a lot of changes in all fields. Including in the field of education, the changes that occur in the world of education today are so significant with the abandonment of teaching methods that still use conventional methods. Track tasks with books, face-to-face communication, collect hard copy assignments, which of course will cause a lot of losses in a certain period of time, like many long-stored tasks that are hard to find when needed. Learning methods are considered a boring way, where students cannot explore learning searches for the number of files that have been collected. So from now on the application of learning methods is done with the concept of gamification. Gamification learning methods are made to follow the era when students prefer to play games rather than learning, therefore the gamification method can be applied to management of education at a higher level of education. It is hoped that this method can increase students' interest in learning so that it motivates to explore abilities in the learning process.Seperti yang kita ketahui sekarang, Indonesia sudah mulai memasuki era revolusi 4.0 yang di era itu banyak perubahan yang terjadi di semua bidang. Termasuk dalam bidang pendidikan, perubahan yang terjadi di dunia pendidikan saat ini begitu signifikan dengan mulai ditinggalkannya metode pengajaran yang masih menggunakan cara konvensional. Melacak tugas dengan buku, komunikasi tatap muka, mengumpulkan tugas dalam bentuk hardcopy, yang tentu saja akan menyebabkan banyak kerugian dalam jangka waktu tertentu, seperti banyak tugas yang lama tersimpan dan sulit ditemukan ketika dibutuhkan. Metode pembelajaran dianggap sebagai cara yang membosankan, dimana siswa tidak dapat mengeksplorasi dalam pencarian pembelajaran untuk jumlah file yang telah dikumpulkan. Jadi mulai sekarang penerapan metode pembelajaran dilakukan dengan konsep gamification. Metode pembelajaran gamification dibuat untuk mengikuti era ketika siswa lebih memilih untuk bermain game daripada belajar, oleh karena itu metode gamification dapat diterapkan untuk manajemen pendidikan pada tingkat pendidikan yang lebih tinggi. Diharapkan bahwa metode ini dapat meningkatkan minat siswa dalam belajar sehingga memotivasi untuk mengeksplorasi kemampuan dalam proses pembelajaran.


2021 ◽  
Vol 5 (2) ◽  
pp. 139
Author(s):  
Masadiah Masadiah

AbstractOne of the problems in the world of education today is the low quality of education caused by several factors including the low quality of learning caused by the ability of teachers who are still lacking, not using methods that are in accordance with the material being taught, an evaluation system that is not appropriate, and the ability of teachers. The purpose of this Classroom Action Research (CAR) is to determine the extent to which learning through examples non-examples learning methods can improve the learning outcomes of grade VII A students at SMP Negeri 5 Sungai Raya. This research was carried out in 2 cycles. The Learning Methods Examples Non Examples technique is proven to be able to improve students' poetry writing skills in Indonesian lessons by reaching the KKM standard of 70. From 64.62% in cycle I, it can increase to 78.70% in cycle 2. The results of this action research indicates that the examples non examples learning method is useful and can improve students’ learning outcomes in Civics subjects in class VII A at SMP Negeri 5 Sungai Raya.   Keywords: Learning Methods Examples Non Examples, Learning Outcomes 


Author(s):  
Andrew Garrard ◽  
Stephen Beck ◽  
Matteo Di Benedetti ◽  
Adam Funnell

At the start of 2020 the rapid onset of the coronavirus pandemic forced higher education institutions across the world to pivot from face to face to remote teaching. For teaching methods that involve the transmission and dissemination of verbal/visual information between academic staff and students, video technologies provided immediate methods to respond to the restricted access to campus. Practical activities, that usually involve interaction with equipment, presented a greater challenge to adapt for remote delivery. With restrictions on higher education being partially lifted, many institutions worldwide intend to offer blended learning, prioritizing in-person activities that are troublesome to deliver online, such as practicals. Social distancing measures are reducing capacity and placing increased pressure on space, creating a need to optimise limited time students have in the lab and strategies to determine which activities can best utilize this limited resource. Time is constrained, leaving little opportunity to make radical changes to learning and teaching structures. In this publication, The department of Mulicdipalnary Engineering Education (MEE) at the University of Sheffield, utilise their experiences in practical teaching to provide simple, implementable ideas for blended practicals which maximize students’ learning and experiences within the envelope of available resources.


Due to the threat posed by COVID-19, many colleges and universities around the world opted to switch to online courses and smart working to keep their students, professors, and staff safe during the pandemic emergency. Face-to-face classes, including labs and workshops, have been canceled and substituted with online activities. New administrative procedures have also been established to support the emergency remote education. This article analyzes these changes in light of the experiences of three higher education institutions in different countries, namely Latvia, Poland, and Italy. From this analysis, some aspects have emerged that have stimulated a deeper reflection on the use of digital technology in higher education. .


2015 ◽  
Vol 3 (2) ◽  
pp. 139-149
Author(s):  
Ahmad Syarif ◽  
Sri Winarni

Tujuan penelitian ini untuk mengetahui perbedaan: (1) pengaruh antara metode pembelajaran TGFU dan Skill Theme terhadap peningkatan strategi bermain dan kerja sama; (2) pengaruh antara sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama, dan (3) mengetahui interaksi antara metode pembelajaran dengan sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama. Metode penelitian ini adalah eksperimen dengan rancangan faktorial 2 x 2. Populasi penelitian ini adalah siswa XI IPA SMA Negeri 1 Bandongan. Sampel dalam penelitian ini 64 siswa yang diambil dengan teknik sampel acak. Hasil penelitian ini adalah sebagai berikut: (1) ada perbedaan pengaruh yang signifikan dari metode pembelajaran TGFU dan Skill Theme terhadap peningkatan strategi bermain dan kerja sama, adapun dalam meningkatkan strategi bermain dan kerja sama metode pembelajaran skill theme dan TGFU memberikan pengaruh dalam meningkatkan strategi bermain dan kerja sama, (2) ada perbedaan pengaruh yang signifikan antara sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama, dan (3) Ada interaksi antara metode pembelajaran TGFU dan Skill Theme dengan sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama. Kata kunci: TGFU, skill theme, sarana dan prasarana, strategi bermain, kerja sama. THE EFFECTS OF LEARNING METHOD AND INFRASTRUCTURE MODIFICATIONS ON THE IMPROVEMENT OF THE LEARNING ACHIEVEMENT PLAY STRATEGY AND COOPERATION. Abstract The purpose of this study is to reveal the differences of: (1) the effect of teaching methods and learning methods of TGFU Skill Theme on the increase in playing strategy and cooperation, (2) the effect of the modification of the conventional facilities and infrastructure and the improvement of play and collaboration strategies, and (3) the interaction between learning method (TGFU and Skill Theme) and modification of conventional facilities and infrastructure on the improvement of play and cooperation strategies. This research method was an experiment with 2 x 2 factorial design. The population was year XI students of Science class of SMAN 1 Bandongan. The research sample were 64 student taken by random sampling technique. The results of this study are as follows: (1) There is a significant difference in the effect of the learning methods of teaching games for understanding and Skill Theme learning methods on the improvement strategies and cooperative play, while the improving strategies and cooperative play theme methods of learning skills and teaching games for understanding affect the improvement of play and co-operation strategies, (2) There is a significant difference between the modification and conventional infrastructure on the improvement of play and cooperation. Modification of facilities and infrastructure is more effective in increasing the plays and collaboration strategies, and (3 ) There is an interaction between learning method (teaching games for understanding and skill theme) and modification of the conventional facilities and infrastructure and the improvement of play and cooperation strategies. Keywords: TGFU, skill theme, facilities and infrastructure, strategic play, cooperation.


Webology ◽  
2021 ◽  
Vol 18 (Special Issue 04) ◽  
pp. 687-699
Author(s):  
Sergey Evgenievich Shishov

The digitalization of higher education has led to the emergence of new teaching methods, including mobile learning methods. The purpose of the study is to determine the prospects, advantages, and obstacles to the introduction of mobile learning in the university educational process in the context of the digitalization policy of education. The study presents the prospects for the introduction of mobile learning in the university educational process; identifies the main components of mobile learning, which ensure the effectiveness of the implementation of mobile technologies and types of mobile content that can be used in the university educational process; an analysis of each type has been carried out; the advantages and obstacles of the introduction of mobile learning are highlighted. In conclusion, mobile technologies allow introducing new forms of training organization, involving the interaction of learning subjects with each other not only during lessons but also outside them.


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Suwarno Suwarno ◽  
Teguh Pramono ◽  
Ajie Hanif Muzaqi

ABSTRACT The COVID 19 pandemic has demanded that people adapt to a new normal life, including theeducation sector. This condition is a challenge for schools and the community. To avoid thewidespread spread of the Covid-19 virus, schools must temporarily stop face-to-face learningactivities. The blended learning method is a solution to these conditions. Blended learningactivities are not only seen as a combination of online and face-to-face learning. However,this learning activity has a great opportunity to integrate innovation in educationaltechnology and can be done online or face-to-face. Besides, blended learning is a solution toanswering challenges in assembling learning and developing students' creativity. Even in thelong term, blended learning is an important requirement for every school to face a brighterfuture. The implementation method in this program consists of the planning, implementation,and evaluation stages. The partners involved in this program are a team of IT experts at theLocal Government of Kediri. Also, the partners involved are also active as speakers ofeducational technology. The results of this program are expected that teachers and schoolscan innovate in developing learning methods so that education in Indonesia will develop.Keywords: Blended Learning, School, EducationABSTRAKPandemi Covid 19 memaksa masyarakat untuk beradaptasi dengan tatanan kehidupan yangbaru tak terkecuali di dunia pendidikan. Kondisi ini menjadi tantangan tersendiri bagi sekolah,dan masyarakat. Guna menjaga dari semakin maraknya penyebaran virus Covid-19, sekolahterpaksa menghentikan kegiatan belajar tatap muka di kelas untuk sementara. Metodepembelajaran blended learning menjadi solusi di tengah kondisi seperti ini. Aktivitaspembelajaran blended learning bukan hanya dilihat sebagai kombinasi online denganpembelajaran tatap muka saja. Namun aktivitas pembelajaran ini sangat berpeluang untukmengintegrasikan inovasi di bidang teknologi pendidikan dan dapat di ajarkan secara onlinemaupun tatap muka. Selain itu, blended learning juga sebagai solusi dalam menjawabtantangan dalam merangkai pembelajaran serta pengembangan kreativitas peserta didik,bahkan dalam jangka panjang pembelajaran berbasis blended learning menjadi kebutuhanpenting bagi setiap sekolah guna menyongsong masa depan yang lebih cerah. Metodepelaksanaan dalam pengabdian ini terdiri dari tahap perencanaan, pelaksanaan, dan evaluasi.Mitra yang dilibatkan dalam pengabdian ini adalah tim tenaga ahli IT di Pemerintah Kota Kediri. Selain itu mitra yang terlibat juga aktif sebagai pembicara di bidang teknologipendidikan. Sedangkan sasaran dari pengabdian ini adalah guru dan Dinas Pendidikan. Hasildari program ini diharapkan guru dan sekolah mampu berinovasi mengembangkan metodepembelajaran agar dunia pendidikan di Indonesia semakin berkembang.Kata Kunci: Blended Learning, Sekolah, Pendidikan 


2013 ◽  
Vol 18 (Supplement 1) ◽  
pp. 17-32
Author(s):  
Stephen Baldridge ◽  
Amanda McAdams ◽  
Alex Reed ◽  
Alexandra Moran

Like the state of technology worldwide, the construct of mobile learning is constantly evolving. Mobile learning and remote teaching are gaining momentum and popularity in higher education, but little research has been done to examine their efficacy. With the use of mobile devices both in and out of the classroom becoming more prevalent, it is essential to examine the effectiveness of their use. This study compared the use of mobile learning and remote teaching (teaching content to students outside traditional face-to-face settings) with that of traditional teaching methods. Using mobile devices and social media, this study examined whether social work curriculum could be taught effectively to students outside static online or classroom environments.


Author(s):  
Christiane Molina

Societies across the world currently deal with multiple interconnected problems whose solutions call for the active participation of various actors. The private sector is among them and as a result, business leaders are in need of competencies that enable them to find appropriate answers. Sustainability competence may offer the key to transition towards a more equal and fair economy where the resources are maintained for the use of future generations. Higher Education Institutions and specifically business schools are an essential means to develop such competency. This chapter presents a proposal of an educational pathway for the development of competencies for sustainability and offers educators an array of teaching techniques that could be used at each stage.


2020 ◽  
Vol 14 (2) ◽  
pp. 340-343 ◽  
Author(s):  
Shazia Rashid ◽  
Sunishtha Singh Yadav

COVID-19 outbreak has caused a downward spiral in the world economy and caused a huge impact on the higher education system. The sudden closure of campuses as a social distancing measure to prevent community transmission has shifted face-to-face classes to online learning systems. This has thrown the focus on utilising eLearning tools and platforms for effective student engagement which may have limitations of accessibility and affordability for many students. The pandemic has exposed the shortcomings of the current higher education system and the need for more training of educators in digital technology to adapt to the rapidly changing education climate of the world. In the post-pandemic situation, the use of eLearning and virtual education may become an integral part of the higher education system. The higher education institutions and universities need to plan the post-pandemic education and research strategies to ensure student learning outcomes and standards of educational quality.


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