Peningkatan Kompetensi Guru Sekolah Dasar dalam Menghadapi Era Digital melalui Pelatihan Gamifikasi Wordwall dan ChatGPT

M. Zainal Arifin, Deddy Sofyan S, Resyi A Gani, Tustiyana Windiyani, Siti Kulsum, Muthia Khairunnisa Putri Yusup

Abstract


The use of gadgets among primary school students is increasingly common in the digital era, but at SDN Gang Aut in Bogor City and surrounding areas, their utilisation in learning is still minimal. Most teachers use simple learning media, while only a few students utilise gadgets as learning aids at home. This suggests the need to adopt more varied and internet-based learning methods to fulfil students' diverse learning needs. Internet-based learning can provide access to extensive educational resources and encourage active student participation. One effective method is gamification, which integrates game elements to increase student motivation and engagement. However, a challenge faced is the lack of teachers‘ understanding and skills in using digital media, such as Wordwall and ChatGPT applications. To address this issue, a six-month community service programme (PKM) is planned that aims to improve teachers’ competencies through gamification training. The programme will include the provision of materials, practice using digital tools, and evaluation through pre-tests and post-tests. By improving teachers‘ skills in integrating technology, it is expected that students’ use of gadgets will be more effective in supporting learning in the digital era.

Keywords


Assessment Tool, Digital Era, Gamification, Learning Media.

Full Text:

PDF

References


Aydin, B., & Demirer, V. (2022). Are flipped classrooms less stressful and more successful? An experimental study on college students. International Journal of Educational Technology in Higher Education, 19(1), 55. https://doi.org/10.1186/s41239-022-00360-8

Bharti, R., Pomal, K., Ahmed, M., & Singh Bhooshan, C. (2024). Transformative Impact of ICT on Education: Leveraging Technology and Communication to Enhance Teaching and Learning. Feedback International Journal of Communication, 1(3 SE-Articles), 131–141. https://doi.org/10.62569/fijc.v1i3.39

Boruah, N. (2022). Impact of ICT in education. International Journal of Health Sciences, 6(II), 1818–1822. https://doi.org/https://doi.org/10.53730/ijhs.v6nS2.5397

Clark, R. C., & Mayer, R. E. (2023). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. john Wiley & sons.

David, R. (2010). Proceedings of the British Society for Research into Learning Mathematics. Wordwall: Supporting the Learning of Numeracy., 97–102.

Dini, N. A. I., Ikhsan, M., Pamungkas, O., & Kuswanto, H. (2024). ICT-Based Teaching Materials on Science Learning to Improve 21st-Century Skills : A Systematic Review. IJORER : International Journal of Recent Educational Research, 5(5 SE-Articles), 1239–1251. https://doi.org/10.46245/ijorer.v5i5.679

Farhin, N., Setiawan, D., & Waluyo, E. (2023). Peningkatan hasil belajar siswa sekolah dasar melalui penerapan" project based-learning". Jurnal Penelitian Tindakan Kelas, 1(2), 132–136.

Fleming, N., & Baume, D. (2006). Learning Styles Again: VARKing up the right tree! Educational Developments, 7(4), 4. https://doi.org/10.5539/ies.v7n4p16

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034.

Reid Chassiakos, Y. L., Radesky, J., Christakis, D., Moreno, M. A., Cross, C., Hill, D., Ameenuddin, N., Hutchinson, J., Levine, A., & Boyd, R. (2016). Children and adolescents and digital media. Pediatrics, 138(5). https://doi.org/10.1542/peds.2016-2593

Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Tapilouw, F., & Setiawan, W. (2008). Meningkatkan pemahaman dan retensi siswa melalui pembelajaran berbasis teknologi multimedia interaktif. Jurnal Pendidikan Teknologi Informasi Dan Komunikasi, 1(2), 19–25.

Voogt, J., & Roblin, N. P. (2012). A comparative analysis of international frameworks for 21st century competences: Implications for national curriculum policies. Journal of Curriculum Studies, 44(3), 299–321. https://doi.org/10.1080/00220272.2012.668938

Wijayanti, A. N., & Laili, M. (2024). Strategi Pembelajaran Multisensori: Efektivitas dalam Meningkatkan Pemahaman Matematika di Madrasah Ibtidaiyyah. Pengenalan Lapangan Persekolahan Pendidikan Guru Sekolah Dasar, 1(1), 13–18.

Yıldız Durak, H. (2018). What would you do without your smartphone? Adolescents’ social media usage, locus of control, and loneliness as a predictor of nomophobia. Addicta: The Turkish Journal on Addictions, 11(3), 543–557. https://doi.org/10.15805/addicta.2018.5.2.0025

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/https://doi.org/10.1016/j.edurev.2020.100326




DOI: https://doi.org/10.31004/abdira.v5i3.726

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 M. Zainal Arifin, Deddy Sofyan S, Resyi A Gani, Tustiyana Windiyani, Siti Kulsum, Muthia Khairunnisa Putri Yusup

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.