2022
DOI: 10.24840/2183-6493_008.001_0003
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Gamification of Open Inquiry-based Learning of Blockchain Technologies

Abstract: Inquiry-based Learning is an efficient learning method. This method is applied in many science courses. It is a research-oriented method which awakens personal curiosity of learners. Learners are motivated intrinsically, and they learn by research. Wide research areas can be investigated using Inquiry-based Learning. It can be applied to all learning areas. In the literature, Inquiry-based Learning is applied to science education. In this paper, Inquiry-based Learning is applied to a software engineering cours… Show more

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Cited by 3 publications
(5 citation statements)
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“…Our participants were positive about using gamification and game-based approaches for cryptocurrency learning, believing that the presentation of learning content through game design elements enhances engagement and motivation, aligning with previous research on the use of these approaches in the learning of other topics (Antonaci et al, 2019; Çulha, 2022; Domínguez et al, 2013). We identified game elements that participants particularly perceived to be beneficial, such as immediate feedback through points, progress tracking through the progress bar, and the use of badges as incentives.…”
Section: Discussionsupporting
confidence: 80%
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“…Our participants were positive about using gamification and game-based approaches for cryptocurrency learning, believing that the presentation of learning content through game design elements enhances engagement and motivation, aligning with previous research on the use of these approaches in the learning of other topics (Antonaci et al, 2019; Çulha, 2022; Domínguez et al, 2013). We identified game elements that participants particularly perceived to be beneficial, such as immediate feedback through points, progress tracking through the progress bar, and the use of badges as incentives.…”
Section: Discussionsupporting
confidence: 80%
“…Compared to other learning subjects, only a limited number of gamification and game-based learning studies focused on cryptocurrency and related concepts. Literature primarily focused on using gamification and game features for teaching students about blockchain technology (Suvajdzic et al, 2020), cryptocurrency as a part of software engineering (Çulha, 2022), and macroeconomics in cryptocurrency investments (Zhu et al, 2023). Apart from classroom learning, gamification has been used in cryptocurrency mining (M.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Para peneliti saat ini sedang mempelajari bagaimana blockchain dapat digunakan untuk memecahkan banyak masalah pendidikan. Misalnya, teknologi blockchain digunakan di universitas untuk mengelola pertanyaan ujian siswa, memvalidasi jawaban, dan menjaga integritas catatan, keamanan, dan konsistensi [22]. Sebuah sistem untuk memverifikasi jawaban siswa dengan kunci publik dipresentasikan menggunakan teknologi blockchain dan sumber daya Internet dalam sistem kuis online [23].…”
Section: Hasil Pembahasan Analisa Aplikasi Pendidikan Menggunakan Blo...unclassified