Enhancing Teacher Competence Through Gamified Learning Media in Bekasi City Elementary Schools

Main Article Content

Wathroh Mursyidi
Faznah

Abstract

The digitalization of primary education in Indonesia often leaves a distinct structural gap between advanced infrastructure like Smart Boards and teachers' pedagogical competence. This targeted community service activity fundamentally aims to optimize educators' pedagogical skills at SDN Aren Jaya VII Bekasi through comprehensive gamified media incubation. Applying the Participatory Action Learning System framework, twenty teachers were supported structurally through continuous needs assessment, centralized training, and independent practice utilizing Wayground, Educaplay, and Gimkit platforms. Mixed-methods evaluation results demonstrated high intervention effectiveness, where teachers' average cognitive and technical competence scores soared drastically from 48.5 to 86.2 with an N-Gain coefficient of 0.73. Furthermore, participants' satisfaction reached an absolute level without negative feedback. Through direct classroom trials, integrating these digital game elements successfully transformed conventional learning atmospheres into highly interactive ecosystems. Consequently, students' extrinsic motivation, cognitive response durations, and overall social engagement increased exponentially toward achieving authentic joyful learning within primary school environments.

Downloads

Download data is not yet available.

Article Details

Section

Articles

How to Cite

Mursyidi, Wathroh, and Faznah Faznah. “Enhancing Teacher Competence Through Gamified Learning Media in Bekasi City Elementary Schools”. Jurnal Pengabdian Cita Masyarakat, vol. 1, no. 4, June 2026, pp. 45-57, https://doi.org/10.65101/jpcm.v1i4.396.

References

Ahmad Zaki, Usman Mulbar, Nasrullah, Alimuddin, Ilham Minggi, Sutamrin, and Hisyam Ihsan. “Pengembangan Media Pembelajaran Terintegrasi Teknologi Informasi Untuk Meningkatkan Kualitas Pembelajaran Melalui PKM.” Vokatek : Jurnal Pengabdian Masyarakat 1, no. 2 (June 8, 2023): 123–28. https://doi.org/10.61255/vokatekjpm.v1i2.114.

Aini, Fitria Nur, Diah Ayu Nutria, Silvirius Widodo, Susilo Tri Widodo, and Nur Indah Wahyuni. “Efektivitas Penggunaan Media Smart Board Dan Wordwall Terhadap Minat Belajar Pendidikan Pancasila Siswa Sekolah Dasar.” Indonesian Journal of Education and Development Research 3, no. 1 (December 29, 2024): 538–43. https://doi.org/10.57235/ijedr.v3i1.4795.

Akhmadi, Andini Shafa, Yatti Sugiarti, and Dwi Lestari Rahayu. “Pengembangan Media Pembelajaran Gamifikasi Untuk Meningkatkan Motivasi Dan Hasil Belajar Siswa Pada Pembelajaran Elemen Olahan Hasil Hewani.” Jurnal Ilmiah Pendidikan Teknik Dan Kejuruan 18, no. 2 (July 31, 2025): 225. https://doi.org/10.20961/jiptek.v18i2.92714.

Fauziyati, Khuldiana Azizah, and Sriyanto Sriyanto. “Media Pembelajaran Gamifikasi Wordwall Labelled Diagram Berbasis STEM Untuk Berpikir Kritis Siswa SD Dalam Pembelajaran IPS.” DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar 6, no. 2 (January 11, 2024): 91–98. https://doi.org/10.21831/didaktika.v6i2.62031.

Feriyanto, F, and Deka Anjariyah. “Deep Learning Approach Through Meaningful, Mindful, and Joyful Learning: A Library Research.” Electronic Journal of Education, Social Economics and Technology 5, no. 2 (October 30, 2024): 208–12. https://doi.org/10.33122/ejeset.v5i2.321.

Hakeu, Febrianto, Idan I. Pakaya, and Mutmain Tangkudung. “Pemanfaatan Media Pembelajaran Berbasis Gamifikasi Dalam Proses Pembelajaran Di MIS Terpadu Al-Azhfar.” Awwaliyah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah 6, no. 2 (December 15, 2023): 154–66. https://doi.org/10.58518/awwaliyah.v6i2.1930.

Mahmudi, Muhammad Barry, Asmaiwaty Arief, and Rehani. “Strategi Joyful Learning Dalam Meningkatkan Motivasi, Keterlibatan Dan Pemahaman Konsep Peserta Didik Pada Pembelajaran Pendidikan Agama Islam.” Jurnal QOSIM Jurnal Pendidikan Sosial & Humaniora 3, no. 1 (February 1, 2025): 96–103. https://doi.org/10.61104/jq.v3i1.662.

Mishra, Punya, and Matthew J. Koehler. “Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge.” Teachers College Record: The Voice of Scholarship in Education 108, no. 6 (June 2006): 1017–54. https://doi.org/10.1111/j.1467-9620.2006.00684.x.

Putz, Lisa-Maria, Florian Hofbauer, and Horst Treiblmaier. “Can Gamification Help to Improve Education? Findings from a Longitudinal Study.” Computers in Human Behavior 110 (September 2020): 106392. https://doi.org/10.1016/j.chb.2020.106392.

Sailer, Michael, Jan Ulrich Hense, Sarah Katharina Mayr, and Heinz Mandl. “How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction.” Computers in Human Behavior 69 (April 2017): 371–80. https://doi.org/10.1016/j.chb.2016.12.033.

Sailer, Michael, and Lisa Homner. “The Gamification of Learning: A Meta-Analysis.” Educational Psychology Review 32, no. 1 (March 15, 2020): 77–112. https://doi.org/10.1007/s10648-019-09498-w.

Toda, Armando M., Ana C. T. Klock, Wilk Oliveira, Paula T. Palomino, Luiz Rodrigues, Lei Shi, Ig Bittencourt, Isabela Gasparini, Seiji Isotani, and Alexandra I. Cristea. “Analysing Gamification Elements in Educational Environments Using an Existing Gamification Taxonomy.” Smart Learning Environments 6, no. 1 (December 4, 2019): 16. https://doi.org/10.1186/s40561-019-0106-1.

Tondeur, Jo, Johan van Braak, Peggy A. Ertmer, and Anne Ottenbreit-Leftwich. “Understanding the Relationship between Teachers’ Pedagogical Beliefs and Technology Use in Education: A Systematic Review of Qualitative Evidence.” Educational Technology Research and Development 65, no. 3 (June 14, 2017): 555–75. https://doi.org/10.1007/s11423-016-9481-2.

Vargas-Saritama, Alba, and Verónica Soledad Espinoza Celi. “Educaplay as a Tool to Potentiate English Vocabulary Retention and Learning.” European Public & Social Innovation REducaplay as a Tool to Potentiate English Vocabulary Retention and Learningeview 9 (September 10, 2024): 1–16. https://doi.org/10.31637/epsir-2024-614.

Winata, Koko Adya, Afeefa Binti Aminuddin, and Hisny Fajrussalam. “Analysis of the Merdeka Curriculum in Enhancing Student Competencies in the Digital Era.” Didaktika: Jurnal Kependidikan 15, no. 1 (February 16, 2026): 475–86. https://doi.org/10.58230/27454312.3663.

Wood, Lesley. Participatory Action Learning and Action Research. Routledge, 2019. https://doi.org/10.4324/9780429441318.

Zainuddin, Zamzami, Samuel Kai Wah Chu, Muhammad Shujahat, and Corinne Jacqueline Perera. “The Impact of Gamification on Learning and Instruction: A Systematic Review of Empirical Evidence.” Educational Research Review 30 (June 2020): 100326. https://doi.org/10.1016/j.edurev.2020.100326.

Similar Articles

You may also start an advanced similarity search for this article.