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Technological and Islamic environments: Selection from Literature Review Resources Yusuf Durachman; Adrian Sean Bein; Eka Purnama Harahap; Tarisya Ramadhan; Fitra Putri Oganda
International Journal of Cyber and IT Service Management Vol. 1 No. 1 (2021): April
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/ijcitsm.v1i1.12

Abstract

This article is displayed in two fundamental segments drawing consideration to investigate standards, beginning with tawḥīd as a result it was a vision conveyed of the overall troubles of mankind with other animals within the world. At that point continue with a survey of the two standards, specifically the caliph, the caliph of people on soil, and the guideline of trust (amānah). The moment portion examines illustrations of infringement of these principles in three fundamental ranges: the spread of debasement (fasād) within the world, extraction and squander (isrāf) and enduring (ḍarar). The most objective of the talk in this area is the administration of people, or maybe the fumble of the world and its assets so that mankind itself gets to be the most noteworthy casualty of its own disappointments. The conclusion draws consideration to how comprehensive Islamic sees and lessons can make chosen commitments to the wrangle about possible worldwide climate change. This article concludes with suggestions for conceivable changes.
Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning Tarisya Ramadhan; Qurotul Aini; Sugeng Santoso; Achmad Badrianto; Ruli Supriati
International Journal of Cyber and IT Service Management Vol. 1 No. 1 (2021): April
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/ijcitsm.v1i1.24

Abstract

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.