Peningkatan Kompetensi Guru Sekolah Dasar dalam Menghadapi Era Digital melalui Pelatihan Gamifikasi Wordwall dan ChatGPT
Abstract
Keywords
Full Text:
PDFReferences
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

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