Main Article Content
Abstract
Background: SMK Negeri 2 Malang memiliki berbagai fasilitas terkait teknologi, salah satunya adalah MClass sebagai Learning Management System yang dibuat untuk membantu guru merekam jejak digital dalam melaksanakan pembelajaran. Namun, tidak semua guru mampu mengoptimalkan kegiatan pembelajaran dengan menggunakan teknologi, terutama pada guru matematika di SMK Negeri 2 Malang. Program pengabdian ini bertujuan untuk meningkatkan ketrampilan guru dalam membuat soal interaktif berbasis gamifikasi. Metode: Kegiatan pengabdian ini dilaksanakan di SMK Negeri 2 Malang, dengan jumlah peserta 30 orang guru dari mata pelajaran Matematika, Bahasa Inggris, Bahasa Indonesia dan Program keahlian jasa pariwisata. Metode pelaksanaan pengabdian menggunakan kegiatan pelatihan dan simulasi Ipteks. Kegiatan pelatihan dilaksanakan dengan a) paparan materi substansi kepada peserta, b) demonstrasi untuk mengkonstruk pemahaman peserta dalam membuat gamifikasi. Sedangkan kegiatan simulasi Ipteks dilakukan dengan setiap peserta membuat gamifikasi melalui perangkat yang di bawa, yaitu laptop atau smartphone. Hasil: Hasil dari program pengabdian ini adalah terdapat peningkatan softskill guru dalam membuat pembelajaran lebih interaktif melalui gamifikasi, sebelum kegiatan pengabdian, hanya ada satu guru yang pernah membuat soal interaktif, setelah kegiatan pengabdian, ada 25 guru yang siap melaksanakan pembelajaran menggunakan gamifikasi.
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References
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- Boytchev, P., & Boytcheva, S. (2020). Gamified evaluation in STEAM for higher education: A case study. Information (Switzerland), 11(6). https://doi.org/10.3390/info11060316
- Bullon, J. J., Encinas, A. H., Jesús Santos Sánchez, M., & Martinez, V. G. (2018). Analysis of student feedback when using gamification tools in math subjects. IEEE Global Engineering Education Conference, EDUCON, 2018-April. https://doi.org/10.1109/EDUCON.2018.8363455
- Deveci Topal, A., Kolburan Geçer, A., & Çoban Budak, E. (2023). An analysis of the utility of digital materials for high school students with intellectual disability and their effects on academic success. Universal Access in the Information Society, 22(1). https://doi.org/10.1007/s10209-021-00840-0
- Evy Aldiya. (2021). Perubahan Gaya Belajar di Masa Pandemi Covid-19. Cendekia: Jurnal Ilmu Pengetahuan, 53(February).
- Idris, M. I., Mohd Said, N. E., & Tan, K. H. (2020). Game-based learning platform and its effects on present tense mastery: Evidence from an ESL classroom. International Journal of Learning, Teaching and Educational Research, 19(5). https://doi.org/10.26803/ijlter.19.5.2
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- Knapp, A., & Currin, E. (2020). Making eLearning Engaging: The Effect of Technology Strategies on Student Engagement and Content Knowledge Development in a Secondary Mathematics Digital Classroom. In ProQuest Dissertations and Theses.
- Kuswoyo, K., Hidayah, N., & Diponegoro, A. M. (2021). Pengaruh Komunikasi Interpersonal Guru, Student Engagement dan Efikasi Diri terhadap School Well-Being Siswa SMPN 1 Semanu Kabupaten Gunungkidul. Jurnal Syntax Transformation, 2(3). https://doi.org/10.46799/jst.v2i3
- Legaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). The effect of challenge-based gamification on learning: An experiment in the context of statistics education. International Journal of Human Computer Studies, 144. https://doi.org/10.1016/j.ijhcs.2020.102496
- Ortiz-Colón, A. M., Jordán, J., & Agredai, M. (2018). Gamification in education: An overview on the state of the art. Educacao e Pesquisa, 44. https://doi.org/10.1590/S1678-4634201844173773
- Rahma, A. A., & Arista, H. (2021). ANALISIS PENERAPAN GOOGLE CLASSROOM UNTUK MENINGKATKAN MUTU PEMBELAJARAN ONLINE DI MASA PANDEMI COVID-19. Pedagogy : Jurnal Ilmiah Ilmu Pendidikan, 8(1). https://doi.org/10.51747/jp.v8i1.730
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- Saleh, S. M., & Sulaiman, H. (2019). Gamification in T&L of mathematics: Teacher’s willingness in using Quizizz as an additional assessment tool. AIP Conference Proceedings, 2184. https://doi.org/10.1063/1.5136373
- Wirawan, Y. M., & Putra, R. W. Y. (2018). Pengembangan Bahan Ajar Gamifikasi pada Materi Himpunan. Desimal: Jurnal Matematika, 1(3). https://doi.org/10.24042/djm.v1i3.2964
References
Abidin, N. H. Z., Ahmad, S., Kardri, M. A., & Saad, N. L. (2019). An research of gamification impact in learning mathematics. International Journal of Recent Technology and Engineering, 8(2 Special Issue 11). https://doi.org/10.35940/ijrte.B1101.0982S1119
Boytchev, P., & Boytcheva, S. (2020). Gamified evaluation in STEAM for higher education: A case study. Information (Switzerland), 11(6). https://doi.org/10.3390/info11060316
Bullon, J. J., Encinas, A. H., Jesús Santos Sánchez, M., & Martinez, V. G. (2018). Analysis of student feedback when using gamification tools in math subjects. IEEE Global Engineering Education Conference, EDUCON, 2018-April. https://doi.org/10.1109/EDUCON.2018.8363455
Deveci Topal, A., Kolburan Geçer, A., & Çoban Budak, E. (2023). An analysis of the utility of digital materials for high school students with intellectual disability and their effects on academic success. Universal Access in the Information Society, 22(1). https://doi.org/10.1007/s10209-021-00840-0
Evy Aldiya. (2021). Perubahan Gaya Belajar di Masa Pandemi Covid-19. Cendekia: Jurnal Ilmu Pengetahuan, 53(February).
Idris, M. I., Mohd Said, N. E., & Tan, K. H. (2020). Game-based learning platform and its effects on present tense mastery: Evidence from an ESL classroom. International Journal of Learning, Teaching and Educational Research, 19(5). https://doi.org/10.26803/ijlter.19.5.2
Indriasari, T. D., Luxton-Reilly, A., & Denny, P. (2020). Gamification of student peer review in education: A systematic literature review. Education and Information Technologies, 25(6), 5205–5234. https://doi.org/10.1007/s10639-020-10228-x
Irwan, I. (2021). Training and Workshop on Mathematics Learning Media Based Augmented Reality on MGMP Matematika Kota Padang. Pelita Eksakta, 4(1). https://doi.org/10.24036/pelitaeksakta/vol4-iss1/111
Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1). https://doi.org/10.3390/educsci11010022
Knapp, A., & Currin, E. (2020). Making eLearning Engaging: The Effect of Technology Strategies on Student Engagement and Content Knowledge Development in a Secondary Mathematics Digital Classroom. In ProQuest Dissertations and Theses.
Kuswoyo, K., Hidayah, N., & Diponegoro, A. M. (2021). Pengaruh Komunikasi Interpersonal Guru, Student Engagement dan Efikasi Diri terhadap School Well-Being Siswa SMPN 1 Semanu Kabupaten Gunungkidul. Jurnal Syntax Transformation, 2(3). https://doi.org/10.46799/jst.v2i3
Legaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). The effect of challenge-based gamification on learning: An experiment in the context of statistics education. International Journal of Human Computer Studies, 144. https://doi.org/10.1016/j.ijhcs.2020.102496
Ortiz-Colón, A. M., Jordán, J., & Agredai, M. (2018). Gamification in education: An overview on the state of the art. Educacao e Pesquisa, 44. https://doi.org/10.1590/S1678-4634201844173773
Rahma, A. A., & Arista, H. (2021). ANALISIS PENERAPAN GOOGLE CLASSROOM UNTUK MENINGKATKAN MUTU PEMBELAJARAN ONLINE DI MASA PANDEMI COVID-19. Pedagogy : Jurnal Ilmiah Ilmu Pendidikan, 8(1). https://doi.org/10.51747/jp.v8i1.730
Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: a framework. Journal of Further and Higher Education, 45(7). https://doi.org/10.1080/0309877X.2021.1875201
Saleh, S. M., & Sulaiman, H. (2019). Gamification in T&L of mathematics: Teacher’s willingness in using Quizizz as an additional assessment tool. AIP Conference Proceedings, 2184. https://doi.org/10.1063/1.5136373
Wirawan, Y. M., & Putra, R. W. Y. (2018). Pengembangan Bahan Ajar Gamifikasi pada Materi Himpunan. Desimal: Jurnal Matematika, 1(3). https://doi.org/10.24042/djm.v1i3.2964