Strengthening Teachers’ Role In Designing Gamification For Vocational School Learning

Jumiati Siska, Liza Yulianti, Muhammad Kristiawan, Afes Agustianza, Destika Rinanda

Abstract


One innovative approach is gamification, which can improve student motivation, engagement, and learning outcomes. The problem when teachers don't implement gamification in the learning process primarily relates to their role in designing and integrating this strategy into vocational learning. Teachers need to be empowered to develop gamification designs that align with student characteristics and industry needs. This Community Service Program (PKM) aims to strengthen the role of teachers in designing gamification as a learning strategy in vocational schools. The scope of the research includes analyzing teacher needs, developing applicable gamification designs, and evaluating the effectiveness of gamification implementation in improving the quality of vocational learning. Data was obtained through observations, interviews, and questionnaires with vocational school teachers. The results of this PKM activity indicate that empowering teachers in designing gamification improves their creativity, pedagogical skills, and their ability to integrate technology into vocational learning. The implementation of gamification has been proven to increase student motivation, active engagement in the learning process, and optimal learning outcomes. In conclusion, strengthening the role of teachers in designing gamification is crucial for creating innovative learning strategies in vocational schools. Gamification not only increases student motivation and learning outcomes, but also empowers teachers to be more adaptive to developments in educational technology.

Penguatan Peran Guru Dalam Merancang Gamifikasi Untuk Pembelajaran Di Sekolah Kejuruan

ABSTRAK
Salah satu pendekatan inovatif adalah gamifikasi, yang dapat meningkatkan motivasi, keterlibatan, dan hasil belajar siswa. Permasalahan ketika guru tidak mengimplementasikan gamifikasi pada proses pembelajaran, terutama terkait peran guru dalam merancang dan mengintegrasikan strategi tersebut ke dalam pembelajaran kejuruan. Guru perlu diberdayakan agar mampu mengembangkan desain gamifikasi yang sesuai dengan karakteristik peserta didik dan kebutuhan industri. PKM ini bertujuan untuk memperkuat peran guru dalam merancang gamifikasi sebagai strategi pembelajaran di sekolah kejuruan. Ruang lingkup penelitian meliputi analisis kebutuhan guru, pengembangan desain gamifikasi yang aplikatif, serta evaluasi efektivitas penerapan gamifikasi dalam meningkatkan kualitas pembelajaran kejuruan. Data diperoleh melalui observasi, wawancara, dan kuesioner kepada guru sekolah kejuruan. Hasil kegiatan PKM ini menunjukkan bahwa pemberdayaan guru dalam merancang gamifikasi meningkatkan kreativitas, keterampilan pedagogis, serta kemampuan mereka dalam mengintegrasikan teknologi ke dalam pembelajaran kejuruan. Penerapan gamifikasi terbukti mampu meningkatkan motivasi belajar siswa, keterlibatan aktif dalam proses pembelajaran, serta hasil belajar yang lebih optimal. Kesimpulan nya adalah bahwa penguatan peran guru dalam merancang gamifikasi sangat penting untuk menciptakan strategi pembelajaran yang inovatif di sekolah kejuruan. Gamifikasi tidak hanya meningkatkan motivasi dan hasil belajar siswa, tetapi juga memberdayakan guru untuk lebih adaptif terhadap perkembangan teknologi pendidikan.

Kata Kunci :
Peran guru; Pemberdayaan Guru; Gamifikasi; Desain pembelajaran; Sekolah kejuruan


Keywords


Teachers’ role; Teacher empowerment; Gamification; Learning design; Vocational schools

Full Text:

PDF

References


Anggita, L. W. (2018). A multimedia-based basic Japanese language learning application using Macromedia Flash 8. Angewandte Chemie International Edition, 6(11), 951–952., 2, 10–27.

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference.

Developing Student Independence. (n.d.). Retrieved February 18, 2022, from ttps://www.researchgate.net/publication/339306015

Faroh, N., -, S., & Junaedi, I. (2014).Unnes Journal of Mathematics Education Research, 3(2). https://journal.unnes.ac.id/sju/index.php/ujmer/article/view/4625

Groot, K. de. (2018). Gamification learning in increasing motivation and learning outcomes. World Development, 1(1), 1–15.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences

Hosler, J., & Boomer, K. B. (2020). Are comic books an effectiveway to engage nonmajors in learning and appreciating science? CBE Life Sciences Education, 10(3), 309–317. https://doi.org/10.1187/cbe.10-

-0090

Huang, W. H.-Y., & Soman, D. (2013). A Practitioner’s Guide to Gamification of Education. Toronto: Rotman School of Management.

Huda, J. (2020). View of Basic Computer And Information Technology Skills Training For Village Officials In Air Besi District, North Bengkulu Regency.

http://repository.urecol.org/index.php/proceeding/article/view/490/478

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.

Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in Education. Proceedings of the 9th International Balkan Education and Science Conference.

Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146–151.

Mananda, I., Daruwati, I., & Asra, A. (2020). Utilization Of Gamification Learning Media To Improve Students’ Conceptual Understanding Of Ict. Education Schools, 01, 189.

Muzahid, M., & Ar, M. Y. (2019). Computer-Based Technology Enhancement for Teens and Youth. 3(1).

Ningrum, H. R., Aulya, F., & Silvia, E. (2021). The Relationship Between Self-Regulation and Cognitive Learning Outcomes of Grade XII Students in Biology. Bioed : Jurnal Pendidikan Biologi, 8(1), 28. https://doi.org/10.25157/jpb.v8i1.5992

Octaria, D., Fitriasari, P., & Sari, N. (2020). Blended Learning with Macromedia Flash to Train Students’ Learning Independence. Buku Macromedia Flash, 6(1), 25–38. https://doi.org/10.29408/jel.v6i1.1596

Prensky, M. (2007). Digital Game-Based Learning. St. Paul: Paragon House.

Sa’ida, N. (2022). Latest Learning Media. In Media Pembelajaran (Vol. 5, Issue 2, p. 110). University of Trunojoyo Madura. https://doi.org/10.21107/JPGPAUD.V5I2.4884

Silranti, M. (2019). Developing Children’s Independence Using Learning Applications. Jurnal PG-PAUD Trunojoyo : Jurnal Pendidikan Dan Pembelajaran Anak Usia Dini, 6(2), 77–83. https://doi.org/10.21107/.V6I2.5539

Syarafina, D. F. (2021). Effectiveness of English Online Learning Strategies During the Covid Pandemic at SMP Muhammadiyah 10 Sidoarjo. Proceedings of The ICECRS, 10. https://doi.org/10.21070/icecrs20211171

Van den Berg, R. (2016). Teachers’ Meanings Regarding Educational Practice: Teachers’ Meanings Regarding Educational, 72(4), 577–625. https://doi.org/10.3102/00346543072004577

Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press.

Yolanda, F., & Wahyuni, P. (2020). LMS-Assisted Learning Material Development. SJME (Supremum Journal of Mathematics Education), 4(2), 170–177. https://doi.org/10.35706/sjme.v4i2.3612

Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O’Reilly Media.




DOI: http://dx.doi.org/10.26737/ijpd.v9i1.7922

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Published by:

Institute of Managing and Publishing of Scientific Journals, STKIP Singkawang

International Journal of Public Devotion

e-ISSN :2614-6746

p-ISSN : 2614-6762

Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) SIngkawang

Address : STKIP SIngkawang, Jalan STKIP - Kelurahan Naram Singkawang, Kalimantan Barat, INDONESIA, 79251
No. Telp.   : +62562 420 0344
No. Fax.    : +62562 420 0584

Editor in Chief: [email protected] / WA: +6282358388382

Cordinator: [email protected] / [email protected] / WA: +6282142072788

Plagiarism Tools

     

 

 

  Creative Commons License

International Journal of Public Devotion is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.