As we know, Indonesia has begun to enter the era of revolution 4.0 which in that era there were many changes in all fields including the presence of blockchain technology which began to be in demand. Including in the field of education, the changes that occur in the world of education today are so significant with the commencement of the abandonment of teaching methods that still use conventional methods. Keep track of tasks by book, face to face communication, which of course will cause many losses in a certain period of time, as many tasks that have long been buried become difficult to find when needed, and the possibility of manipulation of tasks is still great. The learning method is considered as a boring and insecure way, where students cannot explore learning because the collected files can still be manipulated by other parties. So from now on the application of learning methods is changed by the concept of gamification which relies on blockchain technology. The gamification learning method was created to compensate for the times when students preferred to play games rather than learning, therefore the gamification method could be applied to management education in higher education.
Blockchain is a jointly distributed and decentralized ledger, in which nodes are aiming to record transaction history with very different networks. This technology is quite practical if used in the field of higher education to carry out digital certification, record keeping, etc. From several papers published on this, no single paper covering educational projects based on the blockchain can find it. So there are the latest opportunities for higher education trends. Projects in the field of higher education that are blockchain-based are aimed at solving problems that occur in educators today. On that basis, we conclude that there is a need for a systematic literature review. Therefore, based on the education project, this study will review the artistic gap between the two. This paper will focus on the protocol used in this project and explore several blockchain-based higher education projects that will be the aim of this paper. As well as analyzing the blockchain features currently in use today and the services that will be offered by existing educational projects, to improve the implementation of technology in the field of education by using the blockchain feature.
The Industrial Revolution (IR4.0) has dramatically affected economic growth, technology advancement, business development and innovation are major contributors to economic growth. Today, the field of technology has transformed the landscape of educational technology. The revolution in technology is rapidly changing, producing new models and methods of education for the future, enhancing the universities capabilities to prepare graduates for future life, life in the real world. The IR 4.0 will advance to establish smart robots and replace humans in certain job sectors and industries. However, specific skills, knowledge and emotional intelligence can never be replaced by robots. Because of the technological advancement, the education sector is forced to begin its technological revolution, focusing on educational innovation, agility, ultimately changing the traditional methods of learning. Many works of literature have discussed educational innovation, by increasing the student’s motivation and changing the student environment of the class. An analysis of the literature conducted on gamification determined that gamification support student achievement and motivation at a college level. The analysis revealed significant signs individual points, badges, achievements leaderboards and levels are the most commonly implemented form of gamification.
Startups are sufficiently developed in Indonesia to become a trend in business incubators that include college or university students. This is due to the incubation concept and program offered to prospective entrepreneurs who have potential ideas in business. Thus, research was conducted to determine the role of business incubators in building startups in universities. But there are obstacles in developing startups, limited technology, leadership and management. The study was conducted at the Alphabet Incubator of Raharja University with a qualitative approach. The research method used is the method of observation and literature review by collecting data that aims to simplify the process. It can be seen how the government encourages business incubators in developing startups and introducing business through technology. The research objective is to increase innovation or creativity in developing successful new startups in higher education. Seen from students utilizing the facilities at the Alphabet Incubator to develop small businesses in the digital industry to increase workforce.Keywords: Business Incubator; Startup; Innovation or CreativityStartup cukup berkembang di Indonesia sehingga menjadi trend dalam inkubator bisnis yang mencakup mahasiswa atau mahasiswi di perguruan tinggi. Hal ini disebabkan konsep dan program inkubasi yang ditawarkan kepada calon wirausaha yang mempunyai ide potensial dalam bisnis. Sehingga penelitian dilakukan untuk mengetahui peran inkubator bisnis dalam membangun startup pada perguruan tinggi. Namun terdapat kendala dalam mengembangkan startup, terbatasnya teknologi, kepemimpinan dan manajemen. Penelitian dilakukan di Alphabet Incubator Universitas Raharja dengan pendekatan kualitatif. Metode penelitian yang digunakan adalah metode observasi dan literature review dengan mengumpulkan data yang bertujuan untuk mempermudah proses pengerjaannya. Dapat dilihat bagaimana pemerintah mendorong inkubator bisnis dalam mengembangkan startup dan mengenalkan bisnis melalui teknologi. Tujuan penelitian untuk meningkatkan inovasi atau kreativitas dalam mengembangkan startup baru yang sukses di perguruan tinggi. Terlihat dari mahasiswa memanfaatkan fasilitas di Alphabet Incubator untuk mengembangkan usaha kecil dalam industri digital untuk peningkatan tenaga kerja.Kata Kunci: Inkubator Bisnis; Startup; Inovasi atau Kreativitas
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