Jurnal Pengabdian Masyarakat Khatulistiwa
Vol 8, No 2 (2025): NOPEMBER

PELATIHAN PEMBUATAN GAMIFIKASI BERBASIS AR TERINTEGRASI KEARIFAN LOKAL UNTUK MENINGKATKAN ENGAGEMENT SISWA

Haryanto, Haryanto (Unknown)
Romundza, Febbry (Unknown)
Hendra, Hendra (Unknown)
Novferma, Novferma (Unknown)



Article Info

Publish Date
07 Nov 2025

Abstract

ABSTRACTThe limited ability of teachers to utilize technology has made learning at SMA Negeri 8 Muaro Jambi less interactive and reduced student engagement. This community service activity aimed to improve teachers’ competence in developing gamification-based learning media integrated with Augmented Reality (AR) and local wisdom. The method used was participatory training carried out through five stages, namely preparation, socialization, workshops, evaluation, and mentoring. Evaluation results showed an increase in teachers’ understanding from an average score of 45.6% to 82.4%, accompanied by media products incorporating Jambi cultural elements. Classroom implementation also improved student achievement from 52% to 87%, with more than 85% of students finding the learning more engaging and interactive, and 90% of teachers expressing satisfaction. This program proved effective in enhancing teachers’ digital literacy as well as student engagement through innovative learning based on technology and local culture.Keywords: Gamification, Augmented Reality, Local Wisdom, Student Engagement ABSTRAKKeterbatasan guru dalam memanfaatkan teknologi menyebabkan pembelajaran di SMA Negeri 8 Muaro Jambi kurang interaktif dan menurunkan keterlibatan siswa. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru dalam mengembangkan media pembelajaran berbasis gamifikasi dan Augmented Reality (AR) yang terintegrasi kearifan lokal. Metode yang digunakan adalah pelatihan partisipatif melalui dilaksanakan melalui lima tahapan, yaitu persiapan, sosialisasi, workshop, evaluasi, dan pendampingan. Hasil evaluasi menunjukkan peningkatan pemahaman guru dari skor rata-rata 45,6% menjadi 82,4%, disertai produk media yang memuat unsur budaya Jambi. Implementasi di kelas juga meningkatkan capaian siswa dari 52% menjadi 87%, dengan lebih dari 85% siswa merasa pembelajaran lebih menarik dan interaktif, serta 90% guru menyatakan puas. Program ini terbukti efektif dalam meningkatkan literasi digital guru sekaligus engagement siswa melalui pembelajaran inovatif berbasis teknologi dan budaya lokal.Kata Kunci: Gamifikasi, Augmented Reality, Kearifan Lokal, Engagement Siswa

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