Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects and ideally receive a far better data set for examination.
Merdeka Belajar Kampus Merdeka (MBKM) is the policy of the Minister of Education, Culture and Independent Culture aims to encourage students to study various sciences that will help them enter the world of work. The implementation of the MBKM program in extracurricular Education courses must have added value for teachers, students, and education staff. Based on the field survey, this survey leads to a discussion on the level of academic participation in the implementation of MBKM. The purpose of this study is to explain the preparation for implementing the MBKM program and the obstacles. Methods This survey was conducted through a descriptive survey using a survey methodology. The subjects in this study were lecturers, students, and education staff in the PLS research program. Research results from the academic community understand MBKM in the research program environment, the MBKM curriculum document is edited, the research program has courses related to the MBKM program, and entrepreneurial activities support MBKM. The obstacles are limited funds, the academic information system is not optimal, lack of talent, lack of information about the MBKM program.
Pengabdian yang diberikan kepada mahasiswa khususnya studi Teknik Informatika ini bertujuan untuk memfasilitasi program studi untuk mengembangkan kurikulum sesuai dengan kebijakan MBKM dan mendorong program studi untuk melaksanakan kerja sama dengan mitra dalam rangka implementasi kurikulum program MBKM. Metode pelaksanaan dalam kegiatan pengabdian ini adalah Focus Group Discussion (FGD) membahas mengenai pengenalan dan pelaksanaan Merdeka Belajar Kampus Merdeka (MBKM) di Universitas Raharja Pada Program Studi Teknik Informatika melalui iDu 2.0. Luaran yang diharapkan dalam kegiatan pengabdian ini adalah: (1) Dokumen laporan hasil penyusunan kurikulum program studi yang mendukung program MBKM termasuk prosedur konversi dan pengakuan kredit, (2) Publikasi di Jurnal Pengabdian Kepada Masyarakat.
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