IMPLEMENTASI RANCANGAN DIGITAL GAMIFIKASI DALAM PEMBELAJARAN DI TK TUNAS JAYA SUNGAILIAT
Abstract
Pengabdian kepada masyarakat ini bertujuan untuk mengimplementasikan rancangan digital gamifikasi dalam pembelajaran di TK Tunas Jaya Sungailiat guna meningkatkan minat dan motivasi belajar anak. Masalah yang dihadapi adalah rendahnya keterlibatan siswa dalam proses pembelajaran tradisional yang mengandalkan metode konvensional. Tujuan kegiatan pengabdian ini adalah untuk memperkenalkan dan menerapkan konsep gamifikasi yang berbasis teknologi digital sebagai pendekatan inovatif dalam pembelajaran anak usia dini. Metode yang digunakan dalam pelaksanaan kegiatan ini meliputi pengembangan materi pembelajaran digital berbasis gamifikasi, pelatihan bagi guru, serta penerapan dalam kegiatan pembelajaran sehari-hari. Hasil dari kegiatan ini menunjukkan adanya peningkatan signifikan dalam keterlibatan anak-anak selama kegiatan pembelajaran. Anak-anak terlihat lebih antusias dan tertarik dengan materi yang disajikan melalui elemen-elemen permainan yang menyenangkan. Selain itu, para guru juga menunjukkan peningkatan dalam pemahaman dan kemampuan dalam mengintegrasikan teknologi ke dalam proses pembelajaran. Dengan demikian, implementasi rancangan digital gamifikasi di TK Tunas Jaya Sungailiat terbukti efektif dalam meningkatkan kualitas pembelajaran dan keterlibatan siswa.
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DOI: http://dx.doi.org/10.26798/jpm.v4i1.1632
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