Pelatihan Pembelajaran Berbasis Game Untuk Guru-Guru SD Islam Plus YLPI Pekanbaru

arimuliani ahmad, fauzul etfita, Estika Satriani

Abstract


Abstract: Online learning tendencies for elementary students are not effective as expected. A lot of students feel under pressure while learning online. Meanwhile, learning should be fun for their age. To overcome that condition, the teacher should use various interactive media to motivate them in the learning to achieve the learning objectives. In this case, PkM team offers a solution which designing teaching media-based gamification through Kahoot. This media can increase the learning dynamic which can be accessed autonomously or operated by the teacher through video conferences such as Zoom or Google Meet. The features are easy to be operated and innovative so the students can enjoy their learning process by achieving the lesson unrealized. The result of this workshop is effective to improve the teachers’ digital literacy by considering their capability in creating and using Kahoot for the teaching and learning process. It can be seen from their online quiz simulation by utilizing Kahoot.

Keywords: gamification; kahoot; learning media


Abstrak: Kecenderungan belajar secara daring untuk anak-anak sekolah dasar tidak berjalan efektif seperti yang diharapkan. Banyak anak-anak yang merasa terbebani dengan belajar online. Padahal seharusnya belajar haruslah menjadi hal yang menyenangkan bagi mereka pada usianya. Untuk menyikapi hal ini, guru hendaknya menggunakan media ajar yang bervariasi dan tidak   monoton untuk meningkatkan motivasi belajar siswa lagi agar tujuan pembelajaran tercapai. Salah satu solusi yang ditawarkan tim PkM adalah media ajar berbasis game   yakni Kahoot. Media ajar ini dapat meningkatkan dinamika pembelajaran yang dapat diakses secara mandiri oleh siswanya maupun dipandu langsung oleh gurunya melalui platform video conference seperti Zoom atau Google Meet. Fitur-fitur yang ringan dan innovative membuat siswa secara tidak sadar mendapatkan ilmu melalui bermain Kahoot tersebut. Hasil kegiatan pelatihan ini dapat dirasakan sangat bermanfaat dilihat dari perubahan literasi guru yang menjadi lebih kreatif dan piawai dalam mendisain pembelajaran yang menyenangkan dengan menggunakan Kahoot. Hal ini dapat dilihat dari hasil quiz berbasis Kahoot yang telah dibuat dan disimulasikan selama pelatihan sebagai hasil pendampingan tim PkM.

Kata kunci: gamifikasi; kahoot; learning media


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References


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DOI: https://doi.org/10.54314/jpstm.v1i2.736

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