网络学习系统中的协作技术和游戏化

Reza Filander Nevizond, U. Rahardja, Nuke Puji Lestari Santoso, Suryari Purnama, Wahyu Yustika Prihastiwi
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引用次数: 6

摘要

目的:目前,许多假证书或文凭被用来申请工作,以获得一份收入更高的工作。话虽如此,目前的证书并不能证明一个人的专业知识或技能。然而,一些学生已经实现了区块链系统来保护他们的证书,这样数据操作就最小化了,但只是部分减少了。因此,本研究旨在激励任何人,特别是在这个区块链系统中的学生,学生将从区块链游戏化概念4.0中赛车之后的所有活动中获得激励。研究设计:本研究使用碎片方法对问题(problem)、机会(opportunities)和现有方向进行分类。数据收集技术使用的原始数据是通过学生参与,以谷歌表格的形式向受访者发放问卷(n = 1129)。结论分析与SUS试验使用李克特量表与切割和SUS方法。结果:期望本研究的结果能使游戏化在区块链系统中得以最佳运行。在Alphabet区块链上使用游戏化是可以接受的。取值范围:平台可以对不真实的证书进行检查。
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Collaboration Blockchain Technology and Gamification in iLearning systems
Purpose: Currently, many fake certificates or diplomas are used to apply for jobs to get a better paying job. With that said, currently certificates cannot prove a person's expertise or skills. However, some students have implemented a Blockchain system in securing their certificates so that data manipulation is minimized, but only partially. Therefore, this research aims to motivate anyone, especially students in this Blockchain system and students will get incentives from all activities that are followed by racing in Blockchain gamification concept 4.0. Study design: This study uses the Pieces method to classify a problem (problem), opportunities (opportunities), and existing directions. Data collection techniques used primary data obtained by distributing questionnaires in the form of google form to respondents by involving students (n = 1129). Conclusions were analyzed with the SUS trial using a Likert scale with the cut and SUS method. Result: The results of this study are expected to Gamification in the system Blockchain can run optimally in implementation. The use of Gamification on the Alphabet Blockchain is included in the acceptable category. Value: The platform can check certificates that are not genuine.
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来源期刊
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0.00%
发文量
13
审稿时长
24 weeks
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