Pelatihan Game Edukasi Berbantuan Genially untuk Menguatkan Kompetensi Guru Sekolah Dasar
Abstrak:
Elementary-school teachers do not always have sufficient experience designing interactive digital activities aligned with learning objectives. This community service program aimed to strengthen teachers' initial knowledge and skills in developing Genially-assisted educational games. Face-to-face training was held at UPTD SDN 3 Metro Barat on 9 June 2026 through exposition, question-and-answer, demonstration, guided practice, presentation, and reflection. Materials covered interactive media, game-based learning, Genially features, template selection, interaction settings, and publication through links or QR codes. A ten-item objective post-test administered through Google Forms provided the final evaluation. Eight valid responses were analyzed descriptively against a mastery threshold of 70. All respondents scored 100; the mean and median were 100, the standard deviation was 0, and mastery reached 100%. The result indicates strong immediate conceptual mastery and exceeded the program target. Nevertheless, without pre-test data and product assessment, it cannot establish causal improvement in teacher skills or student outcomes. Follow-up mentoring should assess game quality, classroom use, and student responses.

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Az-zahra, N., Sjam, D. A., & Nurfaidah, S. S. (2026). Pengaruh model problem based learning berbantuan media interaktif Genially terhadap motivasi belajar IPAS murid sekolah dasar. Jurnal Pendidikan dan Ilmu Sosial (JUPENDIS), 4(3), 430-447. https://doi.org/10.54066/jupendis.v4i3.4271
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- Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
- Chen, C.-C., & Tu, H.-Y. (2021). The effect of digital game-based learning on learning motivation and performance under social cognitive theory and entrepreneurial thinking. Frontiers in Psychology, 12, 750711. https://doi.org/10.3389/fpsyg.2021.750711
- Chen, P.-Y., Hwang, G.-J., Yeh, S.-Y., Chen, Y.-T., Chen, T.-W., & Chien, C.-H. (2022). Three decades of game-based learning in science and mathematics education: An integrated bibliometric analysis and systematic review. Journal of Computers in Education, 9, 455-476. https://doi.org/10.1007/s40692-021-00210-y
- Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022). Effects of digital games on student motivation in mathematics: A meta-analysis in K-12. Journal of Computer Assisted Learning, 38(1), 304-325. https://doi.org/10.1111/jcal.12618
- Irpan, M., & Lutfi, A. F. (2024). Development of learning media using Genially to increase student learning interest at SMK Muhammadiyah 2 Kuningan in basic graphic design subjects. Journal of Social Science, 5(4), 1187-1196. https://doi.org/10.46799/jss.v5i4.892
- Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in science education: A systematic review of the literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022
- Kuncoro, B. D., Wijianto, & Winarno. (2025). Development of interactive learning media using Genially based on game-based learning. Research Horizon, 5(6), 3255-3268. https://doi.org/10.54518/rh.5.6.2025.929
- Li, X., & Li, R. (2025). How game-based learning supports the creativity of university students? The context of China. Innovations in Education and Teaching International, 62(3), 823-837. https://doi.org/10.1080/14703297.2024.2351528
- Nurjannah, N., Ndari, N., Awaludin, A., & Fizen, F. (2025). Pengembangan media pembelajaran berbasis Genially untuk meningkatkan minat belajar sejarah siswa di SMAN 2 Woja. Jurnal Pendidikan dan Pembelajaran Indonesia, 5(1), 290-298. https://doi.org/10.53299/jppi.v5i1.1071
- Philipsen, B., Tondeur, J., Pareja Roblin, N., Vanslambrouck, S., & Zhu, C. (2019). Improving teacher professional development for online and blended learning: A systematic meta-aggregative review. Educational Technology Research and Development, 67, 1145-1174. https://doi.org/10.1007/s11423-019-09645-8
- Putri, H. R., Setiawan, R., Ramadan, S., & Peng, L.-H. (2023). Development of Genially-based history learning media to increase learning interest of senior high school students. Harmoni Sosial: Jurnal Pendidikan IPS, 10(2), 198-209. https://doi.org/10.21831/hsjpi.v10i2.61854
- Az-zahra, N., Sjam, D. A., & Nurfaidah, S. S. (2026). Pengaruh model problem based learning berbantuan media interaktif Genially terhadap motivasi belajar IPAS murid sekolah dasar. Jurnal Pendidikan dan Ilmu Sosial (JUPENDIS), 4(3), 430-447. https://doi.org/10.54066/jupendis.v4i3.4271
- 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
- Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students' mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35(3), 407-420. https://doi.org/10.1111/jcal.12347
- Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
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