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

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.

Authors

Publication Details

Journal
Jurnal Pengabdian Masyarakat (abdira)
Published
2025-05-29
DOI
https://doi.org/10.31004/abdira.v5i3.726
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
0.00
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article

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

Resyi Abdul Gani, Tustiyana Windiyani, Siti Kulsum, M. Zainal Arifin et al.
Jurnal Pengabdian Masyarakat (abdira)
Blockchain Technology in Education and Learning
article

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

Resyi Abdul Gani, Tustiyana Windiyani, Siti Kulsum, M. Zainal Arifin, Muhamad Yusup, Deddy Sofyan S.
article en

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.

Jurnal Pengabdian Masyarakat (abdira)Vol. 5(3)
Openalex Percentile: Top 81%
Blockchain Technology in Education and Learning
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