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OPTIMALISASI PEMANFAATAN TIK DALAM KERANGKA KOMPETENSI PROFESIONAL GURU DI SD NEGERI 1 KARANGANOM KLATEN UTARA Fiani, Adella Shifa Okvita; Mayasari, Aulia; Wibowo, Naya Amelia; Mubarok, Muhamad Abid; Utomo, Saifudin; Susanti, Maria Melani Ika
MANAJERIAL : Jurnal Inovasi Manajemen dan Supervisi Pendidikan Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/manajerial.v5i2.6203

Abstract

21st century education demands the integration of Information and Communication Technology (ICT) as an essential component in teacher professional competence to create effective and relevant learning. This background encourages the importance of examining the extent to which teachers are able to optimize technology in their teaching practices. This study focuses on describing and analyzing the level of optimization of ICT utilization within the framework of teacher professional competence at SD Negeri 1 Karanganom, North Klaten. Using a descriptive qualitative approach, this study carried out several important stages, namely collecting primary data through participatory observation in class, in-depth interviews, and distributing structured questionnaires. The collected data were then analyzed thematically to identify patterns of ICT mastery and implementation. The main findings show that teachers have mastered ICT at a good level, as evidenced by their ability to operate computers, Microsoft Word, and PowerPoint, to editing images and videos. Significantly, they are able to create interactive materials and questions using applications such as Canva, CapCut, Kahoot, Liveworksheets, and Quizizz. The main conclusion is that this ICT optimization effectively supports a more innovative, interactive, and enjoyable learning process, while at the same time confirming the fulfillment of teacher professional competence according to the demands of the digital era. ABSTRAKPendidikan abad ke-21 menuntut integrasi Teknologi Informasi dan Komunikasi (TIK) sebagai komponen esensial dalam kompetensi profesional guru untuk menciptakan pembelajaran yang efektif dan relevan. Latar belakang ini mendorong pentingnya meneliti sejauh mana guru mampu mengoptimalkan teknologi dalam praktik mengajar mereka. Penelitian ini berfokus untuk mendeskripsikan dan menganalisis tingkat optimalisasi pemanfaatan TIK dalam kerangka kompetensi profesional para guru di SD Negeri 1 Karanganom, Klaten Utara. Menggunakan pendekatan kualitatif deskriptif, penelitian ini melaksanakan beberapa tahapan penting, yaitu pengumpulan data primer melalui observasi partisipatif di kelas, wawancara mendalam, serta penyebaran kuesioner terstruktur. Data yang terkumpul kemudian dianalisis secara tematik untuk mengidentifikasi pola penguasaan dan implementasi TIK. Temuan utama menunjukkan bahwa guru telah menguasai TIK pada tingkat yang baik, terbukti dari kemampuan mengoperasikan komputer, Microsoft Word, dan PowerPoint, hingga mengedit gambar dan video. Secara signifikan, mereka mampu menciptakan materi dan soal interaktif menggunakan aplikasi seperti Canva, CapCut, Kahoot, Liveworksheets, dan Quizizz. Simpulan utamanya adalah optimalisasi TIK ini secara efektif mendukung proses pembelajaran yang lebih inovatif, interaktif, dan menyenangkan, sekaligus menegaskan terpenuhinya kompetensi profesional guru sesuai tuntutan era digital.  
Pengembangan Evaluasi Berbasis Game Edukatif Blooket Pada Materi Luas Persegi Dan Persegi Panjang Pada Peserta Didik Kelas IV SD Widyawati, Cindy Putri; Wibowo, Naya Amelia; Aryo, Yohanes Anando; Ferryka, Putri Zudhah
Jurnal Pendidikan Sosial Dan Konseling Vol. 3 No. 3 (2025): Oktober - Desember
Publisher : CV. ITTC INDONESIA

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

Abstract

Abstract This study aims to develop an educational game–based assessment instrument using Blooket for the topic of the area of squares and rectangles and to analyze its validity, practicality, and effectiveness in fourth-grade mathematics learning. The research employed a Research and Development (R&D) design using the 4D model, consisting of the stages of define, design, develop, and disseminate (limited implementation). The assessment product was developed using the Fishing Frenzy mode on the Blooket platform and was tested on 20 fourth-grade students. Data were collected through expert validation, observation, and field trials.The results indicate that the developed assessment instrument meets the criteria of validity, as shown by expert evaluations regarding the alignment between indicators, content, and learner characteristics. In terms of practicality, the assessment was implemented effectively even without individual devices, as the teacher only needed to display the game through a projector and call students forward sequentially to answer questions. The automatic scoring system in Blooket also facilitated efficient score recording. Regarding effectiveness, the game-based assessment successfully increased students’ motivation, focus, and confidence in answering questions. The Fishing Frenzy mode created an interactive and enjoyable classroom atmosphere, helping students understand the concept of area more optimally.Despite these positive outcomes, several challenges were encountered, including extended evaluation time due to the turn-based system, students’ limited familiarity with digital game media, and the need for more intensive classroom management. Overall, the study concludes that the Blooket-based educational game assessment is feasible, innovative, and effective for use in elementary mathematics learning.