Blockchain Papers

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35 papersLast indexed Aug 31, 2026
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Dec 15, 2022·Open Conference Proceedings
1 cites
Application Possibilities of Tokens on an E-Learning Platform

Marianne Poser

The goal was to develop a concept for the useful application of tokens in the learning platform of the Blockchain Academy Mittweida (BCAM). Thereby, imparted knowledge about the blockchain should become tangible for users. Based on the research of existing concepts, different ideas were developed and their use was tested. In the process, the specifics of the e-learning sector as well as those of blockchain technology are considered. Combining tokenization, e-learning, and gamification, a token model was finally developed, which is technically based on a smart contract of the Ethereum Blockchain. The model includes tokens that users can collect and exchange for badges. The badges are in turn represented as NFTs.

Open access
Educational Games and Gamification
Digital Games and Media
Augmented Reality Applications
Original source
Jul 20, 2022·2022 International Seminar on Intelligent Technology and Its Applications (ISITIA)
17 cites
A Multi-Criteria Recommender System For NFT Based IAP In RPG Game

Reza Putra Pradana, Mochamad Hariadi, Reza Fuad Rachmadi, Yunifa Miftachul Arif

The market value of the gaming industry in 2021 is said to be more than 198.40 billion USD. Market value is also supported by the number of gamers, with 4.75 billion in January 2022. In today’s In-App Purchase (IAP) income method has become a big trend in today’s modern era models of free-to-play games, where gamers can choose or buy many items during the game to speed up the progress of the game or enjoy the full content of the game. However, sometimes players are overwhelmed with the number of items on offer, making it difficult for players to choose because the game content is too diverse. In addition, players are also worried about the security of their digital assets because, in 2021, there will be 7.5 million digital assets lost due to hacking. We propose a recommendation system to make it easier for players to choose items that suit their playstyle to solve this problem. We use the multi-criteria recommender system (MCRS) method because this method can improve the accuracy of recommendations compared to conventional recommendations that only use one criterion. In this study, we used eight criteria to calculate the recommendations. The results of our recommendation test show the accuracy value = 0.71, precision = 0.76, recall = 0.71 and F1 score = 0.66. To address security issues, we propose the implementation of a Non-Fungible Token (NFT) for each item. NFT can increase security because it uses a decentralized blockchain architecture in which every transaction is encrypted. The system guarantees that the assets will remain online so that users do not risk losing ownership of their assets when the developer changes game data, or the game server closes.

Blockchain Technology in Education and Learning
Educational Games and Gamification
Gambling Behavior and Treatments
Original source
Jan 1, 2022·INTERNATIONAL JOURNAL OF TRANSFORMATIONS IN BUSINESS MANAGEMENT
0 cites
Designing Low-Cost 3-D Avatars Enabled to Teach Compounding Concepts to Gen Z for Enhancing Financial Literacy by Leveraging Web3 Gamification for Financial Literacy

Om P. Sharma

Financial literacy among Generation Z is alarmingly low, especially around compound interest and credit. This paper presents an innovative, Web3-based gamified learning system that uses low-cost 3-D avatars and visual narratives to teach compounding concepts. By integrating NFTs for identity, interactive missions, and real-time compounding simulation within a metaverse environment, the platform aims to engage 18–24-year-olds intuitively and enhance knowledge retention. A prototype was implemented and evaluated with a randomized controlled trial (N = 100) comparing it to traditional text-based instruction. The Web3 gamified group outperformed the control group significantly (75 % vs 55 %, p < 0.01), with higher engagement scores and intent to apply concepts. Qualitative feedback highlighted the motivational effect of avatar growth and NFT rewards. Results show that Web3 gamification can meaningfully improve compound interest learning while remaining low-cost and scalable. Limitations include gas-cost friction and novelty bias. Future work includes deploying advanced financial topics, refining UX to mitigate over-gamification, and evaluating long-term retention and cross-cultural adoption.

Open access
Child Development and Digital Technology
Educational Games and Gamification
Educational Methods and Impacts
Original source
Dec 27, 2021·Applied Sciences
27 cites
Design, Development and Use of a Digital Badges System in Higher Education

M.E. Sousa‐Vieira, David Ferrero-Castro, J.C. López-Ardao

Badges are non fungible tokens used to document or certify achievements in academics or in any other domain. Besides their utility as proof of achievement, badges are of interest in higher education as pure incentives to push the students and learners in general toward pursuing well-defined goals and skills. In this respect, badges can be naturally incorporated into digital learning platforms also as part of informal learning activities, and stimulate participation, merit, and visibility for the students. However, the level of engagement of learners into these learning activities depends crucially on how the system of badges and rewards has been designed and on how it is applied, if it is to be used effectively. In this paper, we report on the design and implementation of a smart badges system, and an example of its use inside a gamification methodology for informal learning in a master level course, and discuss the benefits and the observed gains in learning performance that can be obtained.

Open access
Educational Games and Gamification
Online Learning and Analytics
Teaching and Learning Programming
Original source
Aug 1, 2018·2018 6th International Conference on Future Internet of Things and Cloud Workshops (FiCloudW)
44 cites
On the Understanding of Gamification in Blockchain Systems

Reza M. Parizi, Ali Dehghantanha

Blockchain is a new trend rising fast from the community and the enterprise world. As an infrastructural technology it is finding its way into a growing number of domains like finance, medical, digital marketplace, pharmaceutical and government agencies. While blockchain technology is primarily thought as the foundation of Bitcoin, it has grown far beyond underpinning the virtual currency. It promises building better trust, transparency, and integrity without a third-party and the risk of censorship. These remarkable advantages do however come at a price. The blockchain ecosystem is riddled with human-centric and economical issues for its participants, leading to unintended consequences in decentralized networks. Gamified software engineering is a growing field that in particular taps into gamification technology, the application of game mechanics in non-game contexts, to address human-related concerns. There are currently no studies around blockchain that have been identified to have a clear view of existing research and solutions for utilizing the gamification in the emerging blockchain systems. As a first step towards filling this gap, this paper discusses and identifies two major human-based problems in the blockchain decentralized applications and development. For those problems, it proposes a preliminary gamified model to provide a basis for expanding future research and applications in this joint domain.

Blockchain Technology Applications and Security
Educational Games and Gamification
Digital Games and Media
Original source