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PENINGKATAN KOMPETENSI GURU SD DI KOTA BEKASI DALAM MEMFASILITASI BELAJAR MENDALAM MELALUI MEDIA MIND MAP Diana Ariani; Suprayekti, Suprayekti; Kunto Imbar; Suci Nuraziza; Nathania Nasywa Salsabila
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 3: Agustus 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Rendahnya kompetensi pedagogik guru Sekolah Dasar (SD) di Kota Bekasi, khususnya dalam memfasilitasi pembelajaran mendalam (deep learning), menjadi tantangan dalam peningkatan kualitas pendidikan dasar. Program ini bertujuan untuk meningkatkan pemahaman guru terhadap konsep belajar mendalam dan keterampilan dalam menggunakan media mindmap sebagai alat bantu visual pembelajaran. Metode pelaksanaan menggunakan pendekatan Pengabdian kepada Masyarakat (PkM) berbasis hybrid learning, yang mengombinasikan pelatihan tatap muka dan pendampingan daring melalui WhatsApp Group. Kegiatan melibatkan 22 guru dari berbagai SD di Bekasi Barat dan dilaksanakan melalui tahapan persiapan, pengkajian, perencanaan program, implementasi, hingga evaluasi. Data dikumpulkan melalui tes formatif, penugasan mindmap digital, dan kuesioner evaluasi reaksi peserta.Hasil menunjukkan bahwa peserta mengalami peningkatan kompetensi, dengan nilai rata-rata tugas sebesar 83,52 dan tingkat kepuasan program sebesar 4,6 dari skala 5. Seluruh peserta berhasil menyelesaikan penugasan, menunjukkan komitmen dan partisipasi aktif selama kegiatan berlangsung. Temuan ini mengindikasikan bahwa pelatihan berbasis hybrid efektif dalam meningkatkan kemampuan guru dalam menerapkan pembelajaran mendalam berbantuan teknologi. Dengan adanya pelatihan ini diharapkan dapat mendukung pembelajaran yang lebih interaktif dan efektif di masa depan
Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students Suprayekti; Kunto Imbar; Della Nuari; Ariani, Diana; Widyaningrum, Retno; Kustandi, Cecep
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i2.34717

Abstract

The lack of practice questions given by the teacher resulted in students having difficulties in operating multiplication. This study aims to produce an android-based gamification application as a medium to support the learning process in operating multiplication material for third grade elementary school students. This development research uses the Rapid Prototyping model. The subjects involved in this study consisted of 2 material experts, 1 instructional design expert, 1 media expert, 3 students for individual trials, 9 students for small group trials, and 15 students for field trials. Data collection methods used are unstructured interviews and questionnaires. The gamification development process is carried out through 5 stages, namely (a) needs analysis and content analysis, (b) determining objectives, (c) building prototypes, (d) utilizing prototypes, (e) system installation and maintenance. The results of the expert review showed improvement, the results of individual trials and small group trials for all aspects received a positive response but there were 3 suggestions for improvement in the small group test, and the results of the field trial of 15 students had achieved a score above the minimum completeness criteria. Based on the results of this analysis, it can be concluded that Android-based gamification media can be used as enrichment for independent learning for third grade elementary school students.