scholarly journals Blockchain in Indonesia University: A Design Viewboard of Digital Technology Education

2021 ◽  
Vol 3 (1) ◽  
pp. 68-80
Author(s):  
Amitkumar Dudhat ◽  
Nuke Puji Lestari Santoso ◽  
Henderi ◽  
Sugeng Santoso ◽  
Riri Setiawati

The challenge that has often occurred in recent years is making access to education using a different learning process path. The presence of technology now provides solutions to problems that often occur such as communication, accessing information, and business or cooperation. Blockchain is a technology that develops an evaluation model for itineraries in the learning process, both individually and in bulk. Currently the Edublocs project has been designed and implemented, which combines elements of peer-to-peer learning and the teaching team. The aim of the Edublocs project is to simplify the process of designing and implementing a system for recording activity results through blockchain technology. This ongoing project is in the process of evaluation. Conforming to some design elements as well as experimental implementation in the context of higher education enables us to further indicate the sustainability and relevance of the application of blockchain technology in education.

2017 ◽  
Vol 2 (2) ◽  
pp. 1-6
Author(s):  
Herni Yuniarti Suhendi

Technology in education is a primary need for every individual. The learning process in school was not spared from technology. So that teachers and learners need to understand and proficient in using technology, both during the learning process and in everyday life. So far, literacy skills in Indonesia is still very low. This is indicated by PISA data, in 2009 Indonesian students are ranked 57th with a score of 295 (The average score on OECD is 402), while in 2012 Indonesian students are ranked 64th with a score of 396 (The average score on OECD is 496). The Ministry of Education and Culture developed Gerakan Literasi Sekolah to support the need for the above problems. Based on these problems, this study aims to determine the extent of students' technological literacy profiles in the city of Bandung. The method used is giving questionnaires to students. With this research is expected to increase the ability of technology literacy in learning to support the needs of science in the future


Author(s):  
E.S. Ivanova ◽  
◽  
P.V. Petrov ◽  

Currently, there is an active implementation of digital solutions in agriculture, which will reduce the costs of the enterprise and optimize logistics processes. Blockchain is a promising digital technology that is finding more and more applications in various fields of human activity. Its advantage is the control and security of information, with the help of which it is possible to increase transparency, traceability, and ensure the identification of goods in the agricultural market.


2018 ◽  
Vol 16 (1) ◽  
pp. 42-54 ◽  
Author(s):  
Susilahudin Putrawangsa ◽  
Uswatun Hasanah

The recent study intends to describe the roles and the principles of integrating digital technology in education at the 4th Industrial Era. The integrartion is studied from mathematics education perspective. It is concluded that the basic principle of integrating digital technology in mathematics education is that the technology does not diminish students’ conceptual understanding or replace students’ intuitions in doing mathematics. Conversely, the technology is utilized to boost students’ conceptual understanding and maximize the development of students’ intuition in doing mathematics. It is identified that there are three didactical functions of digital technology in mathematics education, such as: (1) Technology for doing mathematics,  that is the technology is incorporated as alternative learning media in doing mathematical activities; (2) Technology for practicing skills, that is the technology is utilized as a learning environment to master particular mathematical skills; (3) Technology for developing conceptual understanding, that is the technology is integrated as a learning environment to develop students’ conceptual understanding of specific mathematical concepts. This last didactical function is the most expected of integrating digital technology in mathematics education.


Author(s):  
Arif Wahyu Wirawan ◽  
Wahyudi Wahyudi

<p><em>The problem in the world of education at this time is the quality and quantity of education in the field of information and communication technology. The quality of education can be seen from the quality of education desired by the community and for the quality of education related to the equitable access to education without any gap. One way to overcome these problems is by optimizing the role of information and communication technology in the learning process by using e-learning. E-learning used is using online learning based on Schoology. In this application there are several features that can be used by the teacher in the learning process including uploading material, assignments, discussions and giving test questions using the online quiz system. In the use of E-Learning in the learning process can increase students' learning motivation and can create enjoyable learning so that students in participating in learning activities can be active and achieve maximum learning outcomes.</em></p>


Author(s):  
Robert Z. Zheng

How to personalize learners' learning with digital technology so that learners derive optimal experiences in learning is a key question facing learning scientists, cognitive psychologists, teachers, and professional instructional designers. One of the challenges surrounding personalization and digital technology is how to promote learners' cognitive processes at a deeper level so that they become optimally engaged in critical and creative thinking, making inferences in learning, transferring knowledge to new learning situations, and constructing new knowledge during innovative learning process. This chapter examines the literature relating to deep cognitive processes and the idiosyncratic features of digital technology that support learners' deep cognitive processes in learning. Guidelines pertaining to personalization with digital technology in regard to deep cognitive processing are proposed, followed by the discussions on future research with a focus on verifying the theoretical constructs proposed in the guidelines.


2018 ◽  
pp. 205-226 ◽  
Author(s):  
Sergi Villagrasa ◽  
David Fonseca-Escudero ◽  
Ernest Redondo ◽  
Jaume Duran

This paper describes the use of gamification and visual technologies in a classroom for higher education, specifically for university students. The goal is to achieve a major increase in student motivation and engagement through the use of various technologies and learning methodologies based on game mechanics called gamification. Gamification is used to engage students in the learning process. This study adds learning methodologies like Learning by Doing to students' collaborative work, and mixes teacher support with new, accessible technology, such as virtual reality and visualization 3D on the web thanks to webGL. This creates a new management tool, called GLABS, to assist in the gamification of the classroom. Understanding the role of gamification and the technology in education means understanding under what circumstances game elements can drive a student's learning behavior so that he or she may achieve better results in the learning process.


2019 ◽  
Vol 36 (2) ◽  
pp. 169-180 ◽  
Author(s):  
Simon Collin ◽  
Périne Brotcorne

Purpose The purpose of this paper is to present a sociocritical approach and describe how it is relevant to the study of digital equity in education. Design/methodology/approach The method is based on a synthesis of the literature regarding critical approaches to digital technology in education. Findings A sociocritical approach is an attempt to formulate a sociological perspective combined with a critical dimension. It provides a relevant theoretical basis for addressing digital (in)equity issues. Originality/value Little use has been made of critical theories in the study of digital technology in education. That may seem surprising insofar as the study of digital technology in education is related to other fields having a well-established critical tradition. The authors build on their work and tailor it to the case of digital technology in education.


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