SOSIALISASI PENGGUNAAN GAMIFIKASI WAYGROUND DAN GENIALLY DALAM UPAYA PENINGKATAN EFISIENSI DAN KUALITAS PEMBELAJARAN
DOI:
https://doi.org/10.23969/jp.v11i01.40321Keywords:
Gamification, Wayground, Genially, Learning Efficiency, Learning Quality, Community Service, Digital Learning Media.Abstract
This article discusses the problem of low learning efficiency and limited student engagement caused by the predominance of conventional instructional methods that are less adaptive to the characteristics of digital-native learners. The purpose of this study is to describe the socialization and implementation of Wayground and Genially gamification platforms as an effort to improve the efficiency and quality of learning. This study employed a community service-based descriptive approach through socialization, training, and mentoring activities involving teachers as participants. The stages included needs analysis, introduction to the features of Wayground and Genially, hands-on practice in designing gamified learning media, and evaluation through observation and participant response questionnaires. The results showed that the socialization program increased teachers’ understanding and skills in utilizing gamification-based digital media. Participants were able to design interactive learning activities, quizzes, and visual content that supported more efficient classroom management and more engaging learning processes. Furthermore, the implementation of Wayground and Genially contributed to increased student motivation, more active participation, and more effective use of instructional time. In conclusion, the socialization of Wayground and Genially gamification has proven to be a practical strategy to enhance both the efficiency and quality of learning, as well as to support teachers in developing innovative, interactive, and technology-integrated instructional practices.
Downloads
References
Arends, R. I. (2012). Learning to teach. New York: McGraw-Hill.
Azhar, A. (2017). Media pembelajaran. Jakarta: RajaGrafindo Persada.
Bates, A. W. (2019). Teaching in a digital age. Vancouver: Tony Bates Associates Ltd.
Branch, R. M. (2009). Instructional design: The ADDIE approach. New York: Springer.
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, 9–15.
Dimyati, & Mudjiono. (2015). Belajar dan pembelajaran. Jakarta: Rineka Cipta.
Fadlillah, M. (2014). Implementasi kurikulum 2013 dalam pembelajaran SD/MI. Yogyakarta: Ar-Ruzz Media.
Hamzah, B. U. (2016). Teori motivasi dan pengukurannya. Jakarta: Bumi Aksara.
Hamalik, O. (2014). Proses belajar mengajar. Jakarta: Bumi Aksara.
Kapp, K. M. (2012). The gamification of learning and instruction. San Francisco: Pfeiffer.
Kemdikbud. (2020). Panduan pembelajaran jarak jauh. Jakarta: Kementerian Pendidikan dan Kebudayaan.
Mayer, R. E. (2009). Multimedia learning. New York: Cambridge University Press.
Mulyasa, E. (2013). Pengembangan dan implementasi kurikulum 2013. Bandung: Remaja Rosdakarya.
Munir. (2017). Pembelajaran digital. Bandung: Alfabeta.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
Rusman. (2018). Belajar dan pembelajaran berbasis komputer. Bandung: Alfabeta.
Sadiman, A. S., Rahardjo, R., Haryono, A., & Rahardjito. (2014). Media pendidikan. Jakarta: RajaGrafindo Persada.
Sanjaya, W. (2016). Strategi pembelajaran berorientasi standar proses pendidikan. Jakarta: Kencana.
Sardiman. (2018). Interaksi dan motivasi belajar mengajar. Jakarta: RajaGrafindo Persada.
Schunk, D. H. (2012). Learning theories: An educational perspective. Boston: Pearson.
Slavin, R. E. (2011). Educational psychology: Theory and practice. Boston: Pearson.
Sudjana, N., & Rivai, A. (2013). Media pengajaran. Bandung: Sinar Baru Algensindo.
Sugiyono. (2019). Metode penelitian pendidikan. Bandung: Alfabeta.
Suryani, N., Setiawan, A., & Putria, A. (2018). Media pembelajaran inovatif dan pengembangannya. Bandung: Remaja Rosdakarya.
Uno, H. B. (2012). Model pembelajaran. Jakarta: Bumi Aksara.
Wena, M. (2014). Strategi pembelajaran inovatif kontemporer. Jakarta: Bumi Aksara.
Widodo, S. A., & Wahyudin. (2018). Media pembelajaran interaktif berbasis gamifikasi. Jurnal Pendidikan, 19(2), 140–150.
Yusuf, M. (2015). Asesmen dan evaluasi pendidikan. Jakarta: Prenadamedia Group.
Zichermann, G., & Cunningham, C. (2011). Gamification by design. Sebastopol: O’Reilly Media.
Zubaidah, S. (2016). Keterampilan abad ke-21. Jurnal Pendidikan Biologi, 1(1), 1–12.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

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
















