Anita Adinda
State Islamic University of Syekh Ali Hasan Ahmad Addary

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UTILIZING INTERACTIVE TECHNOLOGY AND ARTIFICIAL INTELLIGENCE FOR 21ST-CENTURY TEACHERS Syaddam Rijali; Rahmy Febriani Ritonga; Riski Ananda Nasution; Anita Adinda
Multidisciplinary Indonesian Center Journal (MICJO) Vol. 3 No. 1 (2026): Vol. 3 No. 1 Edisi Januari 2026
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/micjo.v3i1.1549

Abstract

This study aims to describe the utilization of interactive technology and artificial intelligence (AI) to enhance the competencies of 21st-century teachers within the Educational Coordination Office of Pangkatan Sub-District, Labuhanbatu Regency, North Sumatra Province. The research employed a descriptive qualitative method with a field study approach through a six-day workshop. The subjects of this study consisted of 20 elementary school teachers who participated in training sessions on Quizizz, Wordwall, and the use of AI tools such as ChatGPT in the learning process. Data were collected through observation, interviews, pre-test and post-test assessments, as well as documentation, and were analyzed through data reduction, data presentation, and conclusion drawing. The findings indicate a significant improvement in teachers’ understanding and skills in integrating interactive technology and AI into the learning process. The average pre-test score of 70.00% increased to 89.00% in the post-test, indicating a 19.00% improvement in competency. In addition, teachers successfully developed gamification-based learning media using Quizizz and Wordwall, and utilized artificial intelligence to efficiently design teaching materials and evaluation tasks. The workshop activities also fostered teachers’ motivation, creativity, and digital awareness regarding the importance of innovation in 21st-century education.This study affirms that the integration of interactive technology and AI not only enhances teachers’ pedagogical competencies but also contributes to the development of a more adaptive, collaborative, and digitally relevant learning ecosystem aligned with the needs of the modern era.
THE EFFECTIVENESS OF GAMIFIED LEARNING ENVIRONMENTS IN IMPROVING LITERACY SKILLS AMONG PRIMARY SCHOOL STUDENTS Sarah Nasution; Sri Handayani Hsb; Anita Adinda
Multidisciplinary Indonesian Center Journal (MICJO) Vol. 3 No. 1 (2026): Vol. 3 No. 1 Edisi Januari 2026
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/micjo.v3i1.1550

Abstract

This study aims to analyze the effectiveness of gamified learning environments in improving literacy skills among primary school students. Gamification, which incorporates game elements such as points, badges, levels, and challenges into the learning process, is considered capable of enhancing motivation and student engagement—particularly in literacy learning, which young learners often perceive as less appealing. This research employed a mixed-methods design involving students from both lower and upper primary grades as research subjects. Quantitative data were collected through literacy tests and motivation questionnaires, while qualitative data were gathered through observations and interviews. The findings reveal that gamified learning environments significantly improve students’ reading comprehension, vocabulary mastery, and reading interest. Moreover, game elements such as challenges and rewards positively influence students’ learning motivation and persistence in completing literacy tasks. These results highlight gamification as an effective and innovative approach to enhancing literacy skills, making it a valuable strategy for integration into primary school instruction.