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  <title>Collaboration Blockchain Technology and Gamification in iLearning systems</title>
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  <namePart>Nevizond Reza Filander</namePart>
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  <place>
   <placeTerm type="text">Semarang</placeTerm>
   <publisher>Universitas Negeri Semarang</publisher>
   <dateIssued>2021</dateIssued>
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  <languageTerm type="code">e</languageTerm>
  <languageTerm type="text">English</languageTerm>
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  <form authority="gmd">Artikel Jurnal</form>
  <extent>hlm : 213-221</extent>
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  <title>Scientific Journal of Informatics</title>
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<note>&#13;
Abstract&#13;
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.&#13;
</note>
<note type="statement of responsibility"></note>
<subject authority="">
 <topic>Informatika</topic>
</subject>
<classification>SJI</classification>
<identifier type="isbn">24077658</identifier>
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 <physicalLocation>Perpustakaan Teknik UPI YAI </physicalLocation>
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