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 course. The application is novel because the area is a non-science area. Cryptocurrencies, which are applications of blockchain technologies, are selected as the research area. Research is done by students freely. Results of research are combined and shared among students. Students are assessed. Inquiry-based Learning is applied in a least structured way. In other words, open Inquiry-based Learning is applied. To empower it, gamification is used. A methodology for open Inquiry-based Learning is presented. The effect of gamification is measured.
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