Kanigara
Vol 2 No 2 (2022): Kanigara

SOSIALISASI PENDAMPINGAN PEMBELAJARAN BERBASIS GAMIFIKASI DI SDN TANJUNGSARI 1 KABUPATEN TULUNGAGUNG

Nugrananda Janattaka (Unknown)
Nourma Okaviarini (Unknown)



Article Info

Publish Date
25 Jul 2022

Abstract

Technology-based learning is a form of adaptation of education to technological advances. The development of technological advances has led the world of education to adapt to global demands, both in the learning process and in the use of learning media. Gamification in the world of education can be defined to include game elements and elements in the learning environment, both the learning process and learning evaluation. The purpose of mentoring socialization at SDN Tanjungsari 1 is to introduce gamification support applications in education so that they can create innovative and interactive learning. The supporting applications used in this mentoring socialization are quizwhizzer and genially. The supporting application is an application that is quite easy to use and also has an attractive interface for elementary students. Mentoring is carried out twice, namely first discussing the use of quizwhizzer and making game elements in the quiz that will be applied. Meanwhile, at the second meeting, it was the use of genially in supporting learning using gamification in the form of online board games that were integrated with the ongoing learning theme.

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Journal Info

Abbrev

kanigara

Publisher

Subject

Humanities Biochemistry, Genetics & Molecular Biology Industrial & Manufacturing Engineering Physics Social Sciences Other

Description

Kanigara merupakan jurnal yang memuat hasil Pengabdian Kepada Masyarakat dari berbagai bidang ilmu. Kanigara diterbitkan oleh Fakultas Pedagogi & Psikologi Universitas PGRI Adi Buana Surabaya. Kanigara terbit pada bulan Januari dan ...