Gamifikasi Metaschool Berbasis Blockchain Offline untuk Pembelajaran di Daerah Terpencil
Abstract
Kesenjangan digital di daerah terpencil membuat banyak sekolah, termasuk SMK Negeri 1 Merbau Mataram, Lampung, menghadapi keterbatasan koneksi internet, rendahnya keterlibatan belajar, serta catatan pencapaian siswa yang sulit diverifikasi dan rentan dimanipulasi. Penelitian ini bertujuan merancang dan menguji Metaschool, yaitu platform pembelajaran tergamifikasi yang berjalan di jaringan lokal sekolah dan dipadukan dengan blockchain offline untuk mencatat pencapaian belajar secara aman. Metode yang digunakan adalah Design Science Research dengan model pengembangan ADDIE; prototipe dibangun pada jaringan lokal menggunakan ledger permissioned dengan konsensus Proof of Authority, fungsi hash SHA-256, dan Merkle root, kemudian disinkronkan ke node pusat ketika konektivitas tersedia. Pengujian fungsional black-box, pengukuran kinerja, uji integritas terhadap skenario manipulasi data, serta survei keterlibatan dilakukan dalam uji coba terbatas pada satu kelas siswa. Hasil menunjukkan sistem berjalan penuh tanpa internet, mampu mencatat transaksi pencapaian dengan latensi rendah, mendeteksi seluruh skenario manipulasi ledger yang diuji, dan menunjukkan peningkatan rata-rata skor keterlibatan siswa. Sinkronisasi append-only menjaga konsistensi catatan antara node lokal dan pusat. Temuan ini menunjukkan bahwa kombinasi gamifikasi dan blockchain offline merupakan pendekatan yang layak untuk dikembangkan dalam peningkatan mutu dan kredibilitas pembelajaran di daerah terpencil.
Downloads
References
Alammary, A., Alhazmi, S., Almasri, M. and Gillani, S. (2019) Blockchain-based applications in education: A systematic review. Applied Sciences, 9(12), 2400. doi: 10.3390/app9122400.
Androulaki, E., Barger, A., Bortnikov, V., Cachin, C., Christidis, K., De Caro, A., Enyeart, D., Ferris, C., Laventman, G., Manevich, Y., Muralidharan, S., Murthy, C., Nguyen, B., Sethi, M., Singh, G., Smith, K., Sorniotti, A., Stathakopoulou, C., Vukolić, M., Cocco, S.W. and Yellick, J. (2018) Hyperledger Fabric: A distributed operating system for permissioned blockchains. Proceedings of the 13th EuroSys Conference, Article 30. doi: 10.1145/3190508.3190538.
Bapat, C. (2020) Blockchain for academic credentials. arXiv:2006.12665.
Branch, R.M. (2009) Instructional Design: The ADDIE Approach. New York: Springer. doi: 10.1007/978-0-387-09506-6.
Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011) From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference, pp. 9–15. doi: 10.1145/2181037.2181040.
Hamari, J., Koivisto, J. and Sarsa, H. (2014) Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, pp. 3025–3034. doi: 10.1109/HICSS.2014.377.
Kleppmann, M., Wiggins, A., van Hardenberg, P. and McGranaghan, M. (2019) Local-first software: You own your data, in spite of the cloud. Proceedings of the ACM SIGPLAN International Symposium on New Ideas, New Paradigms, and Reflections on Programming and Software, pp. 154–178. doi: 10.1145/3359591.3359737.
Koivisto, J. and Hamari, J. (2019) The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, pp. 191–210. doi: 10.1016/j.ijinfomgt.2018.10.013.
Mardiana, M., Despa, D., Muhammad, M.A., Septiana, T. and Lorenza, T.A. (2022) Sistem navigasi augmented reality dengan pencarian jalur terbaik menuju lokasi pustaka (studi kasus pada UPT Perpustakaan Unila). Jurnal Profesi Insinyur Universitas Lampung (JPI). Available at: http://jpi.eng.unila.ac.id/index.php/ojs/article/view/78
Merkle, R.C. (1988) A digital signature based on a conventional encryption function. Advances in Cryptology — CRYPTO ’87, LNCS 293, pp. 369–378. doi: 10.1007/3-540-48184-2_32.
Nakamoto, S. (2008) Bitcoin: A peer-to-peer electronic cash system. Available at: https://bitcoin.org/bitcoin.pdf
National Institute of Standards and Technology (2015) Secure Hash Standard (SHS). FIPS PUB 180-4. doi: 10.6028/NIST.FIPS.180-4.
Peffers, K., Tuunanen, T., Rothenberger, M.A. and Chatterjee, S. (2007) A design science research methodology for information systems research. Journal of Management Information Systems, 24(3), pp. 45–77. doi: 10.2753/MIS0742-1222240302.
Ratinho, E. and Martins, C. (2023) The role of gamified learning strategies in student’s motivation in high school and higher education: A systematic review. Heliyon, 9(8), e19033. doi: 10.1016/j.heliyon.2023.e19033.
Ryan, R.M. and Deci, E.L. (2000) Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), pp. 68–78. doi: 10.1037/0003-066X.55.1.68.
UNESCO (2023) Global Education Monitoring Report 2023: Technology in Education — A Tool on Whose Terms? Paris: UNESCO. doi: 10.54676/UZQV8501. Available at: https://unesdoc.unesco.org/ark:/48223/pf0000385723
W3C (2022) Verifiable Credentials Data Model v1.1. W3C Recommendation. Available at: https://www.w3.org/TR/vc-data-model/

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.


