Harmonvikler D. Lumban Raja
Universitas Advent Surya Nusantara

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Gamification in Computer Science Education: A Study on Its Effectiveness in Improving Learning Motivation Harmonvikler D. Lumban Raja
Journal of Digital Informatics Vol. 1 No. 1 (2025): Volume 1 Number 1 Tahun 2025
Publisher : Universitas Advent Surya Nusantara

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The increasing digitalization of educational systems has raised significant concerns about the security, privacy, and integrity of student data. Traditional centralized data management systems are vulnerable to cyberattacks, data manipulation, and breaches, which necessitate more secure and privacy-preserving solutions. This study aims to explore the integration of blockchain and federated learning as a combined approach to secure educational data management. A systematic literature review methodology was employed to examine relevant studies on the application of blockchain and federated learning in education. The review identified key themes such as blockchain’s potential to provide transparency, immutability, and security, while federated learning enables privacy-preserving data analysis without sharing sensitive information. The findings suggest that the integration of these technologies offers a promising solution to the challenges of managing educational data, enhancing both security and privacy. This study contributes to the academic literature by presenting a conceptual framework that combines blockchain and federated learning for secure and efficient educational data management. The implications of this work extend to policy and practice, particularly in ensuring regulatory compliance and data protection in educational institutions, and provide important lessons for future research on the scalability and practical implementation of these technologies in real-world educational settings.
Gamification In Education: Designing A Basic Game Using Python's Turtle Graphics For Learning Harmonvikler D. Lumban Raja
Journal of Digital Informatics Vol. 1 No. 2 (2025): Journal of Digital Informatics
Publisher : Universitas Advent Surya Nusantara

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In modern education, there is a growing need for innovative instructional methods that increase student engagement and facilitate the understanding of complex subjects such as programming. This study aims to design and evaluate a gamified educational game developed using Python’s Turtle Graphics, intended to enhance learning and motivation among novice programming students. Employing a mixed methods approach, the research combines empirical data collection from a purposive sample of first-year computer science students with descriptive statistical analysis of quantitative questionnaire results and thematic qualitative insights. The findings indicate that the gamified game effectively improves learners' comprehension of basic programming concepts while fostering sustained engagement and motivation. This study contributes novel empirical evidence demonstrating the viability of simple, accessible gamification tools in introductory programming education, offering practical implications for educators seeking to integrate technology-enhanced learning in foundational computer science curricula. The results underscore the role of gamification in supporting cognitive and motivational aspects of learning, advancing both theoretical understanding and classroom practice in educational technology.