GAMIFIKASI DAN AUGMENTED REALITY DALAM KELAS: PELATIHAN PEMANFAATAN SKETCHFAB DAN KAHOOT UNTUK GURU ABAD 21 DI UPT SD NEGERI 019 PANDAU JAYA
DOI:
https://doi.org/10.69745/hawajppm.v3i3.125Keywords:
gamifikasi, Sketchfab, Kahoot, pelatihan guru, pembelajaran abad ke-21, augmented realityAbstract
Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru sekolah dasar dalam memanfaatkan teknologi pembelajaran abad ke-21 melalui gamifikasi dan augmented reality. Pelatihan dilaksanakan di UPT SD Negeri 019 Pandau Jaya dengan fokus pada penggunaan Sketchfab sebagai media eksplorasi objek tiga dimensi berbasis augmented reality dan Kahoot sebagai sarana pembelajaran berbasis permainan. Metode pelaksanaan menggunakan pendekatan observasi partisipatif dan wawancara. Setiap guru berpartisipasi aktif dalam sesi demonstrasi dan praktik langsung, termasuk pembuatan konten interaktif serta permainan edukatif di kelas. Hasil pengabdian menunjukkan adanya peningkatan keterlibatan dan antusiasme guru dalam mengintegrasikan teknologi ke dalam pembelajaran. Guru mampu menerapkan Sketchfab dan Kahoot secara mandiri serta memahami relevansinya terhadap pembelajaran yang menyenangkan dan kontekstual bagi siswa. Kegiatan ini juga menumbuhkan kesadaran pentingnya inovasi pedagogis berbasis digital sebagai bagian dari profesionalisme guru abad ke-21. Pelatihan ini direkomendasikan untuk dikembangkan secara berkelanjutan melalui pendampingan lanjutan dan pembentukan komunitas guru inovatif.
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