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Enhancing Teacher Competence Through Gamified Learning Media in Bekasi City Elementary Schools Wathroh Mursyidi; Faznah Faznah
Jurnal Pengabdian Cita Masyarakat Vol. 1 No. 4 (2026): Jurnal Pengabdian Cita Masyarakat (JPCM)
Publisher : Yayasan Cerdas Pedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65101/jpcm.v1i4.396

Abstract

The digitalization of primary education in Indonesia often leaves a distinct structural gap between advanced infrastructure like Smart Boards and teachers' pedagogical competence. This targeted community service activity fundamentally aims to optimize educators' pedagogical skills at SDN Aren Jaya VII Bekasi through comprehensive gamified media incubation. Applying the Participatory Action Learning System framework, twenty teachers were supported structurally through continuous needs assessment, centralized training, and independent practice utilizing Wayground, Educaplay, and Gimkit platforms. Mixed-methods evaluation results demonstrated high intervention effectiveness, where teachers' average cognitive and technical competence scores soared drastically from 48.5 to 86.2 with an N-Gain coefficient of 0.73. Furthermore, participants' satisfaction reached an absolute level without negative feedback. Through direct classroom trials, integrating these digital game elements successfully transformed conventional learning atmospheres into highly interactive ecosystems. Consequently, students' extrinsic motivation, cognitive response durations, and overall social engagement increased exponentially toward achieving authentic joyful learning within primary school environments.