Penggunaan platform pembelajaran berbasis game (gamification) untuk guru SD dalam meningkatkan kosakata bahasa Inggris siswa Kelas 2–4
DOI:
https://doi.org/10.61251/cej.v3i4.277Keywords:
gamification, pembelajaran bahasa inggris, guru SD, literasi digitalAbstract
Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan meningkatkan kompetensi guru sekolah dasar dalam penggunaan platform pembelajaran berbasis game (gamification) untuk memperkaya kosakata bahasa Inggris siswa kelas 2–4 di Kabupaten Malang. Kegiatan berlangsung selama delapan minggu melalui empat tahapan utama: Penyuluhan, pelatihan, sosialisasi, dan pendampingan. Hasil evaluasi menunjukkan peningkatan signifikan dalam pemahaman guru terhadap konsep gamifikasi, kemampuan teknis penggunaan platform seperti Kahoot, Quizizz, dan Wordwall, serta kreativitas dalam merancang pembelajaran interaktif. Siswa juga menunjukkan antusiasme dan partisipasi belajar yang lebih tinggi. Secara teoritis, hasil kegiatan ini mendukung teori motivasi belajar dan pendekatan konstruktivistik yang menekankan pentingnya pembelajaran aktif, interaktif, dan berbasis pengalaman. Dengan demikian, kegiatan ini berkontribusi pada transformasi pedagogis guru SD dan memperkuat literasi digital dalam pendidikan dasar di era digital.
This Community Service Program (PKM) aimed to enhance the competence of elementary school teachers in using game-based learning platforms (gamification) to enrich the English vocabulary of students in grades 2–4 in Malang Regency. The program was conducted over eight weeks through four main stages: counseling, training, dissemination, and mentoring. Evaluation results showed a significant improvement in teachers’ understanding of the concept of gamification, their technical skills in using platforms such as Kahoot, Quizizz, and Wordwall, and their creativity in designing interactive learning activities. Students also demonstrated higher enthusiasm and participation in learning. Theoretically, the outcomes of this program support learning motivation theory and the constructivist approach, which emphasize the importance of active, interactive, and experience-based learning. Thus, this program contributes to the pedagogical transformation of elementary school teachers and strengthens digital literacy in primary education in the digital era.
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