Pendampingan Inovasi Pembelajaran melalui Pemanfaatan Online Stopwatch sebagai Media Game Edukatif bagi Pengajar Rumah Belajar Alempureng
Abstract:
The utilization of digital technology in learning remains a challenge for non-formal education instructors, particularly in developing interactive learning media that can enhance student engagement. Rumah Belajar Alempureng, as the partner institution in this community service program, faced challenges related to the limited use of digital game-based learning media in the learning process. This community service activity aimed to improve instructors’ understanding of the Game-Based Learning concept, enhance their skills in utilizing Online Stopwatch as a game-based learning medium, and assist them in developing more creative, interactive, and engaging learning activities for students. The program was implemented using a participatory training approach through material delivery, demonstrations of Online Stopwatch features, hands-on practice, mentoring in educational game development, and evaluation through pre-test, post-test, and participant satisfaction questionnaires with 10 participants. The results showed an improvement in participants’ understanding and skills in utilizing Online Stopwatch as a Game-Based Learning medium. The pre-training evaluation showed an average score of 2.25 on a 5-point scale, whereas the post-training evaluation showed an average score of 4.25 on a 5.00-point scale, categorized as very good, while the overall participant satisfaction level reached 84.44%, also categorized as very good. Furthermore, participants were able to develop game-based learning activities by utilizing Online Stopwatch features. This activity contributes to the development of a Game Based Learning based mentoring model through the use of a simple digital technology the Online Stopwatch which can enhance teachers’ digital pedagogical competencies and be replicated to create more interactive, creative, and student-centered learning experiences.

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- Clark, D. B., Tanner-smith, E. E., & Stephen, S. (2015). Digital games , design , and learning : a systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
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- Gaspar, N. (2026). Transforming teaching with generative AI - A comprehensive guide for educators. Teachers College Press.
- Gee, J. P. (2003). What Video Games to Teach Us About learning and literacy. Palgrave Macmillan.
- Koehler, M. J., Mishra, P., & Cain, W. (2013). What is technological pedagogical content knowledge ( TPACK )? Journal of Education, 193(3), 13–19. https://doi.org/10.1177/002205741319300303
- Liao, J. (2026). DeepSeek in Education: Exploring the Transformative Potential of AI‐Driven Educational Intelligence. 30–41. https://doi.org/10.1002/fer3.70022
- Liu, H., Fang, X., Cui, Q., & Chiu, T. K. F. (2026). A systematic mapping review on how generative artificial intelligence impacts social and emotional learning : A case of large language model chatbots. Review of Education, 14(1), 1–42. https://doi.org/10.1002/rev3.70141
- Luo, J., Tang, Z., & Sun, M. (2026). Generative artificial intelligence in education from a technology research perspective : a scoping review of empirical studies from leading educational technology conferences.
- Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge : a framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054. https://doi.org/https://doi.org/10.1111/j.1467-9620.2006.00684.x
- OECD. (2021). Pushing the frontiers with AI, blockchain, and robots. https://doi.org/https://doi.org/10.1787/589b283f-en
- Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill.
- Rogers, A. (2005). Non-formal education: flexible schooling or participatory education? Kluwer Academic Publishers.
- Sailer, M., & Homner, L. (2020). The gamification of learning : a meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w
- Squire, K. (2011). Video games and learning: Teaching participatory culture in the digital age (M. C. Linn (ed.)).