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2021, Humanities Commons
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BitBadges is establishing a blockchain standard that can be utilized in the creation of gamified learning experiences. Gamified learning experiences can be tailored towards how students interact with courses, audience engagement levels, different reward tiers, projects, assignments and course completion. Utilizing BitBadges and blockchain technology, everything can be quite easy to distribute, and eventually you can use badges as markers to create sociophysics models. Perhaps in the future, badges can redefine learning and learning can be mathematically optimized towards making everybody "super-learners". The implementation of BitBadges can potentially be the first phase.
Indonesian Journal of Electrical Engineering and Computer Science, 2022
The online learning process implemented in universities due to COVID-19 has brought significant disruption to education. Interest and motivation to learn are very important in the learning process. It takes a platform that supports students to be motivated in running the activity hours well. Learning techniques that can be chosen are collaborative and creative learning in achieving effective graduate outcomes with the support of the Merdeka Campus program. This research aims to make gamification techniques to make students more creative, innovative, and interactive by utilizing the concepts of learning and playing. Furthermore, a learning platform based on blockchain technology can support quality universities as a layer of control in implementing security and fun learning. With gamification techniques in collaboration with blockchain technology, all devices connected to the network will become nodes or servers. This study uses agile development methods based on iterative and incremental models to create a distributed storage blockchain algorithm, and IPFS used to build the GamiChain iLearning education model (gamification blockchain). It can be concluded that GamiChain (gamification blockchain) can support the Merdeka Campus program, which can provide facilities for students to develop their potential and prepare excellent and outstanding graduates.
Education Sciences
The main purpose of this work is to describe the process of design and implementation of a novel e-Learning platform, named Digital Brick, intended to enhance the students’ experience in obtaining formal certifications of their competencies. The research method we followed starts form a deep study of the state of the art that showed us the need to invest more research effort on delivering open and flexible online environments to enable students in finding and passing courses with final formal certifications of learning. To reach this goal, we (i) designed a complete system architecture around a standard (SCORM compliant) learning management system in order the approach should be reusable as much as possible. We (ii) introduced specific modules to separate responsibilities on the definition and issuing of formal certifications using digital badges according to the IMS Open Badges standard. We (iii) exploited blockchain technology to make the sharing of badges among actors more secure...
2021
Gamification, the application of mechanical game techniques in non-game contexts, has become the primary choice underlies current education. Educational gamification can provide solutions to problems that arise due to traditional learning methods considered less under current human behavior. Blockchain has become a hot topic of discussion that is overgrowing in recent years. Blockchain comes from a world community and company that acts as infrastructure technology that develops in various fields, both industry and education. The main advantage of blockchain is that it is free from third parties so that the security, transparency, and integrity of the blockchain is quite high. At present, research on the blockchain that implemented in the field of educational gamification is still minimal in number. Our paper will identify and discuss the main problems related to education by implementing educational gamification applied to the Blockchain system. This paper proposes an initial gamifi...
International Journal of Web-Based Learning and Teaching Technologies, 2018
This article describes how gamification in education through the use of digital badges has emerged as a means to motivate and reward student learning. This exploratory, multi-case study looked at the motivations and perceptions of 90 higher education students across four disciplines, regarding the use of digital badges as an incentive for either a performance-related task or for student effort. Survey findings suggest that although students found the badges motivating, learning the course content and the overall course grade were more important to them than the tangible reward. The successful implementation of digital badges in higher education requires advanced planning to promote awareness of the usefulness of digital badges with students.
2021 IEEE Global Engineering Education Conference (EDUCON), 2021
Driven by the fact that many of us experienced softer or not-so-soft lockdown, the intention of a couple of instructors at our university was to develop a collaborative tool that could help in online delivery and gamification on two courses that are delivered in the Business and IT curriculums we are offering to our students. That tool could be described as a decentralized web application that simulates Internet marketing principles and helps in gamification of the learning process for our students. We planned our web application for Internet marketing simulation as the gamification of the learning process, which is one of the basics for active learning for Internet Marketing course for International Business students, to gain new class activities by online simulation competing in the field of Internet marketing principles; and for IT students in developing the Web application and also on adopting Blockchain technologies for the distributed reports which need to have a consensus of all teams included in the simulation. The proposed solution includes the design of business logic simulation and using four main digital marketing toolssocial networking, content creating and sharing, search engine marketing, and display advertising in use of such application for hands-on online class exercises.
Gameful World, 2014
Academics have an uneasy relationship gamification. On the one hand, as Ian Bogost (this volume) points out in "Why Gamification Is Bullshit," gamification is basically a marketingdriven concept designed to commodify the intellectual and social capital of a popular art form.
Media Rich Instruction, 2014
Gamification is becoming an important and significant tool in the realm of learning. This article talks about what Gamification means and what it brings to the learner and how it's changing the way learning is happening in current times.
2019
Purpose – Gamification or related concepts such as serious games and playful design are discussed intensively in the field of academic education. Since 2011, gamification has continuously been recorded as a medium-term trend of online education in the annually published Horizon Report. In all areas in which engagement, participation, and motivation of individuals are the key success factors, strategies of gamification are considered. But, what are potentials of gamification in the field of higher education? How can educational technologies such as learning management systems be gamified? An essential part of this article is a study regarding the gamification of the learning management system OPAL. Design/methodology/approach – Based on a master thesis at the faculty of educational sciences, a study was conducted in order to investigate how the use of game elements can increase the attractiveness of OPAL for students. OPAL is the central learning management system at the Technische U...
Physical and Mathematical Education, 2022
Formulation of the problem. The article is devoted to the problems of modernization of the educational process in higher education based on the use of game technologies and their elements. The relevance of the study is due to the identified opportunities for the trinity of PBL (Points, Badges, and Leaderboards) as a tool to increase learning motivation among students. Materials and methods. The methodological basis is generally theoretical and empirical research methods. A review of modern scientific literature, periodicals, and scientific and methodological sources on the problem of gamification of higher education, their analysis, structuring, interpretation, and construction of logical conclusions was fulfilled. Systematization of prospects for the development of gamification in higher education using SWOT analysis was carried out. Results. The article considers the content of the main scientific approaches to the definition of "gamification in higher education". Proble...
2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), 2018
Gamification is used in different levels of education (elementary, high school, university). Many research studies deal with ways to improve the education process by using game mechanics and other game-based elements in their teaching activities. This paper presents our experience with a gamified course in two consecutive academic years. In the first year, half of the students used the gamified version of the course (experimental group), and the other half of the students did not (control group). In the second year, the entire student population of the course was using an improved gamified version of the course based on the feedback from the first year. We analysed the data and compared these two years in many elements.
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International Journal of Integrated Engineering, 2018
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2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013