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Year 2021, Volume: 4 Issue: 1, 46 - 55, 30.01.2021

Abstract

References

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  • Buterin, V. (2013). Ethereum White Paper: A Next Generation Smart Contract & Decentralized Application Platform. [Online]. Available: https://github.com/ethereum/wiki/wiki/White-Paper
  • Dannen, C. Introducing Ethereum and Solidity: Foundations of Cryptocurrency and Blockchain Programming for Beginners. New York, NY, USA: Apress, 2017.
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  • Hyyppä, K. Competition - An Efficient Method to get Students Committed. ICALT, : IEEE Computer Society. ISBN: 0-7695-2181
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  • Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
  • Nash, J. F. (1950). Equilibrium points in n-person games. Proceedings of the national academy of sciences, 36(1), 48-49.
  • Bergin, S., & Reilly, R. (2005). The influence of motivation and comfort-level on learning to program.
  • Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35-41.
  • Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895-1906.
  • Çulha, D. Applying Competition-based Learning to Agile Software Engineering. Comput. Appl. Eng. Educ. doi: 10.1002/cae.21716, 2016
  • Latih, R., Bakar, M. A., Jailani, N., Ali, N. M., Salleh, S. M., & Zin, A. M. (2018). Challenge-based programming learning design. International Journal on Advanced Science, Engineering and Information Technology, 8(5), 1912-1918.
  • Chung, C. J. (2008, April). Learning through competitions–competition based learning (CBL). In LTUCTL Conference poster session.
  • Bornstein, G., & Erev, I. (1994). The enhancing effect of intergroup competition on group performance. International journal of conflict management, 5(3), 271-283.
  • Francese, R., Gravino, C., Risi, M., Scanniello, G., & Tortora, G. (2015). Using Project-Based-Learning in a mobile application development course—An experience report. Journal of Visual Languages & Computing, 31, 196-205.
  • Desai, A., Tippins, M., & Arbaugh, J. B. (2014). Learning through collaboration and competition: incorporating problem-based learning and competition-based learning in a capstone course. Organization Management Journal, 11(4), 258-271.
  • Swan, M. (2015). Blockchain: Blueprint for a new economy. " O'Reilly Media, Inc.".
  • Myerson, R. B. (2013). Game theory. Harvard university press.
  • Schwaber, K. Agile Project Management with Scrum, Washington, Microsoft Press, 2004.

Competition-based learning of blockchain programming

Year 2021, Volume: 4 Issue: 1, 46 - 55, 30.01.2021

Abstract

Blockchain, which is a disruptive technology, affects many technologies, and it will affect many other technologies. Main property of blockchain technologies is assuring trust without central authorization. This is achieved through immutable data and decentralization. Moreover, blockchain is founded on the principles of cryptography, which provides the required infrastructure for the trust. First application of the blockchain technologies is Bitcoin cryptocurrency. After the birth of Bitcoin, cryptocurrencies began to change financial systems. Learning of blockchain is difficult because blockchain and its related technologies are strange for most of the people. In order to figure out blockchain technologies, the concepts like cryptography, cryptocurrency, immutable data and decentralization should have been understood. Therefore, blockchain and its related technologies should be learned through efficient learning mechanisms. Project-based learning, team-based learning, active learning and competition-based learning can be used for efficient teaching of blockchain. Competition-based learning has been used in many areas successfully for years. Smart contract development is the programming part of blockchain technologies. In this paper, competition-based learning is applied to blockchain programming to increase learning efficiency.

References

  • Nakamoto, S. (2008). Bitcoin: A peer-to-peer electronic cash system.
  • Buterin, V. (2013). Ethereum White Paper: A Next Generation Smart Contract & Decentralized Application Platform. [Online]. Available: https://github.com/ethereum/wiki/wiki/White-Paper
  • Dannen, C. Introducing Ethereum and Solidity: Foundations of Cryptocurrency and Blockchain Programming for Beginners. New York, NY, USA: Apress, 2017.
  • Altin, H., Pedaste, M. Learning approaches to applying robotics in science education. Journal of Baltic Science Education, 12(3), 365–377, 2013.
  • Chakraborty, P., Shahriyar, R., Iqbal, A., & Bosu, A. (2018, October). Understanding the software development practices of blockchain projects: A survey. In Proceedings of the 12th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (p. 28). ACM.
  • Marchesi, M., Marchesi, L., & Tonelli, R. (2018, October). An agile software engineering method to design blockchain applications. In Proceedings of the 14th Central and Eastern European Software Engineering Conference Russia (p. 3). ACM.
  • Jung, S. Experiences in Developing an Experimental Robotics Course Program for Undergraduate Education. IEEE Trans. Education, 56, 129-136, 2013.
  • Paulik, M.J., Krishnan, N.M. A competition-motivated capstone design course: the result of a fifteen-year evolution.. IEEE Trans. Education, 44, 67-75, 2001.
  • Paulik, M. J., Krishnan, M. An autonomous ground vehicle competition-driven capstone design course. Proc. 1999 Frontiers Educ. Conf. Nov 1999.
  • Hyyppä, K. Competition - An Efficient Method to get Students Committed. ICALT, : IEEE Computer Society. ISBN: 0-7695-2181
  • Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.
  • Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
  • Nash, J. F. (1950). Equilibrium points in n-person games. Proceedings of the national academy of sciences, 36(1), 48-49.
  • Bergin, S., & Reilly, R. (2005). The influence of motivation and comfort-level on learning to program.
  • Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35-41.
  • Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895-1906.
  • Çulha, D. Applying Competition-based Learning to Agile Software Engineering. Comput. Appl. Eng. Educ. doi: 10.1002/cae.21716, 2016
  • Latih, R., Bakar, M. A., Jailani, N., Ali, N. M., Salleh, S. M., & Zin, A. M. (2018). Challenge-based programming learning design. International Journal on Advanced Science, Engineering and Information Technology, 8(5), 1912-1918.
  • Chung, C. J. (2008, April). Learning through competitions–competition based learning (CBL). In LTUCTL Conference poster session.
  • Bornstein, G., & Erev, I. (1994). The enhancing effect of intergroup competition on group performance. International journal of conflict management, 5(3), 271-283.
  • Francese, R., Gravino, C., Risi, M., Scanniello, G., & Tortora, G. (2015). Using Project-Based-Learning in a mobile application development course—An experience report. Journal of Visual Languages & Computing, 31, 196-205.
  • Desai, A., Tippins, M., & Arbaugh, J. B. (2014). Learning through collaboration and competition: incorporating problem-based learning and competition-based learning in a capstone course. Organization Management Journal, 11(4), 258-271.
  • Swan, M. (2015). Blockchain: Blueprint for a new economy. " O'Reilly Media, Inc.".
  • Myerson, R. B. (2013). Game theory. Harvard university press.
  • Schwaber, K. Agile Project Management with Scrum, Washington, Microsoft Press, 2004.
There are 25 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Articles
Authors

Davut Çulha 0000-0001-5486-1867

Publication Date January 30, 2021
Published in Issue Year 2021 Volume: 4 Issue: 1

Cite

APA Çulha, D. (2021). Competition-based learning of blockchain programming. Journal of Educational Technology and Online Learning, 4(1), 46-55.


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