Optimalisasi Teknologi Digital untuk Menyusun Media Pembelajaran berbasis Gamifikasi di Madrasah
DOI:
https://doi.org/10.47065/jpm.v6i2.2608Keywords:
Digital; Technology; Instructional; Media; GamificationAbstract
Madrasah Ibtidaiyah Nurul Huda Temayang as one of the educational institutions that continues to strive to improve the quality of learning well, one of which is by completing learning facilities such as digital TV in each class, wifi network, sound audio etc. Which is expected to be a support system for digital learning. However, in its use there are obstacles so that learning is not optimal due to the limitations of teachers in compiling digital-based learning media and utilizing YouTube as a means of learning media so that learning is not optimal. Therefore, there is a need for mentoring for teachers at MI Nurul Huda Temayang on the preparation of learning media that utilizes digital technology that integrates the Kodulor platform, word wall, google sites into gamification-based learning media. This activity aims to improve the competence of MI Nurul Huda Temayang teachers in utilizing digital technology to design interactive and interesting learning media, producing gamification-based learning media products that can be used directly in the learning process in the classroom and increasing student motivation and learning participation through the application of more interactive learning media. The results of the mentoring show a significant increase as evidenced by the ability to create digital media. Before mentoring, only 20% of teachers were able to create simple digital media. After the activity, 93% of teachers succeeded in creating at least one gamification-based learning media product using the Kodulor platform, word wall, and Google Sites, while the level of participant satisfaction based on the evaluation questionnaire, 94% of participants stated that they were satisfied with the materials and mentoring methods provided.
Downloads
References
Afnilamsari, C. (2024). Penerapan Media Web Wordwall untuk Meningkatkan Motivasi dan Hasil Belajar Peserta Didik Kelas I di SDN Jajar Tunggal III Surabaya pada Materi Menyusun Huruf Menjadi Kata. Journal of Education and Pedagogy, 1(2), 147–151. https://doi.org/10.62354/jep.v1i2.26
Alif, N. (2024). Kreativitas Guru Al-Qur ’ an Hadits Dalam Meningkatkan Motivasi Dan Hasil Belajar Falah Marga Tiga Kabupaten Lampung Timur. 03(01), 1–9.
Danti, D. R., Cahyono, B. E. H., & Tryanasari, D. (2023). Pengaruh Media Augmented Reality Pada Mata Pelajaran IPAS Terhadap Hasil Belajar Siswa. Prosiding Konferensi Ilmiah Dasar, 4, 864–871.
Darmansyah, A., Susanti, A., & Rahman, A. A. (2023). Pengembangan Modul Ajar Berbasis Problem Based Learning untuk Meningkatkan Literasi Finansial Siswa Sekolah Dasar. Jurnal Basicedu, 7(6), 3630–3645. https://doi.org/10.31004/basicedu.v7i6.6349
Dewi Niswatul Fithriyah, Suttrisno, Nurul Mahruzah Yulia, & Fiki Dzakiyyatul Aula. (2022). Dampak Pembelajaran Daring Selama Pandemic Terhadap Kemampuan Kognitif Peserta Didik. Jurnal Riset Madrasah Ibtidaiyah (JURMIA), 2(1), 173–180. https://doi.org/10.32665/jurmia.v2i1.275
Febrian, M. A., & Nasution, M. I. P. (2024). Efektivitas Penggunaan Google Sites Sebagai Media Pembelajaran Kolaboratif: Perspektif Teoritis dan Praktis. Al I’tibar: Jurnal Pendidikan Islam, 11(2), 152–159.
Fithriyah, D. N., Habibullah, M. R., & Istiqomah, A. D. (2024). Pengembangan Media Pembelajaran Interaktif Berbasis Aplikasi Articulate Storyline 3 Pada Materi Days and Months Kelas Iv Di Mi Islamiyah Banat Senori Kabupaten Tuban. Jurnal Pendidikan Dasar Flobamorata, 5(2), 190–197. https://doi.org/10.51494/jpdf.v5i2.1268
Gede Doddy Tisna MS, Gede Eka Budi Darmawan, L. I. M. (2025). Pelatihan dan Pendampingan Implementasi Media Pembelajaran Gamifikasi Berbasis Model Pembelajaran Inovatif Bagi Guru-Guru di Kecamatan Banjar. 9(November 2024), 1469–1476.
Hardiansyah, H., Asmawi, U. S., Kamil, N., Miftakhuddin, M., & Darmansyah, A. (2024). Pengembangan LKPD Interaktif Untuk Pembelajaran Berdiferensiasi. Jurnal Pendidikan Dan Sains (JUPISI), 3(2), 49–54. https://doi.org/10.63494/jupisi.v3i2.188
iM. Mahmubi, H. (2025). Analisis Implementasi Pembelajaran Berbasis Gamifikasi Pada Peningkatan Motivasi Belajar Siswa. Jurnal Al-Abshor: Jurnal Pendidikan Agama Islam, 2(1), 1–9.
Kurniawan, A. (2024). Pengembangan E-modul Berbasis Android Menggunakan Teknologi AI (Artificial Intelligence) pada Materi Media dan Produksi. DEVOSI: Jurnal Teknologi Pembelajaran, 13(2), 27–34.
Marlita, I. N., Patonah, S., Ariestanti, E., & Miyono, N. (2024). Analisis Penggunaan Media Pembelajaran Wordwall Game dalam Pembelajaran Matematika di Sekolah Dasar. Jurnal Studi Guru Dan Pembelajaran, 7(2), 725–735. https://doi.org/10.30605/jsgp.7.2.2024.4229
Puspita, E. (2022). Pengembangan Media Pembelajaran Berbasis Construct 2 Untuk Siswa Kelas V. Universitas Islam Negeri Raden Intan Lampung.
Safitri, M., & Aziz, M. R. (2022). ADDIE, sebuah model untuk pengembangan multimedia learning. Jurnal Pendidikan Dasar, 3(2), 50–58. http://jurnal.umpwr.ac.id/index.php/jpd/article/view/2237
Shelvia Amanda, Syahira Nabila Zulkim, Adrias Adrias, & Nur Azmi Alwi. (2024). Pengembangan Media Pembelajaran IPAS Berbasis Wordwall untuk Meningkatkan Hasil Belajar Peserta Didik. Morfologi: Jurnal Ilmu Pendidikan, Bahasa, Sastra Dan Budaya, 2(4), 304–313. https://doi.org/10.61132/morfologi.v2i4.842
Sintiya, M. W., Astuti, E. P., & Purwoko, R. Y. (2021). Pengembangan E-modul Berbasis Etnomatematika Motif Batik Adi Purwo untuk Siswa SMP. Jurnal Pendidikan Matematika Raflesia, 06(01), 1–15. https://ejournal.unib.ac.id/index.php/jpmr
Sumarni, M. L., Jewarut, S., Silvester, S., Melati, F. V., & Kusnanto, K. (2024). Integrasi Nilai Budaya Lokal Pada Pembelajaran di Sekolah Dasar. Journal of Education Research, 5(3), 2993–2998. https://doi.org/10.37985/jer.v5i3.1330
Suriaman, S., Hariati, S., Salim, I. A., & Haris, H. (2024). Pengaruh Team-Based Project Terhadap Keterampilan Komunikasi, Kolaborasi, dan Berpikir Kritis Mahasiswa. Jurnal Kewarganegaraan, 21(1), 47. https://doi.org/10.24114/jk.v21i1.53057
Suttrisno, S., Elmuna, F. N., & Fithriyah, D. N. (2024). Pengaruh Model Pembelajaran VCT (Value Clarification Technique) Berbasis Kearifan Lokal Bojonegoro terhadap Literasi Membaca Siswa Madrasah Ibtidaiyah. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 7(1), 629–634. https://doi.org/10.54371/jiip.v7i1.3087
Bila bermanfaat silahkan share artikel ini
Berikan Komentar Anda terhadap artikel Optimalisasi Teknologi Digital untuk Menyusun Media Pembelajaran berbasis Gamifikasi di Madrasah
ARTICLE HISTORY
Issue
Section
Copyright (c) 2025 Zumrotus Sa’diyah, Dewi Niswatul Fitriyah, Fahru Rozi, Fatia Ainur Rosyida

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).












