Closing the gap: peningkatan pengetahuan dan keterampilan desain green gamification based m-learning bagi guru SMK TKM Pertambangan Kebumen

Ranu Iskandar, Putri Khoirin Nashiroh, Aulia Prima Kharismaputra, Syaeful Adji Prasetyo, Lulu' Maesaroh, Muhammad Fathur Rozaq, Galih Pradipto Wisnujati, Royyan Arrafi, Muhammad Zacky Zidan Ardiansyah

Abstract


Abstrak

Kegiatan pengabdian kepada masyarakat ini dilatarbelakangi oleh adanya kesenjangan pengetahuan dan keterampilan guru SMK TKM Pertambangan Kebumen dalam mengembangkan media pembelajaran digital berbasis mobile learning. Survei awal menunjukkan bahwa guru telah menggunakan PowerPoint, video, modul, dan jobsheet, tetapi belum mengembangkan mobile learning. Kegiatan bertujuan meningkatkan pengetahuan dan keterampilan 24 guru dalam mendesain green gamification-based m-learning. Pelaksanaan dilakukan pada 7 Agustus 2026 melalui tahapan persiapan, pelatihan, demonstrasi, praktik mandiri, pendampingan, serta evaluasi menggunakan pretest, posttest, dan lembar penilaian keterampilan. Hasil menunjukkan rata-rata skor pengetahuan meningkat dari 7,22 pada pretest menjadi 9,10 pada posttest atau meningkat sebesar 26,12%. Peningkatan tertinggi terjadi pada aspek iSpring Suite sebesar 48,13%, diikuti green gamification sebesar 30,09% dan mobile learning sebesar 29,66%. Evaluasi keterampilan menunjukkan seluruh 24 peserta (100%) mencapai kategori terampil dalam menyusun tujuan pembelajaran, mengumpulkan materi, menyusun soal latihan, dan mengonversi PowerPoint menggunakan iSpring Suite. Dengan demikian, program mampu meningkatkan pengetahuan dan keterampilan guru serta memperkecil kesenjangan kompetensi dalam pengembangan media pembelajaran digital yang interaktif dan berorientasi pada kepedulian lingkungan.

 

Kata kunci: green gamification; mobile learning; guru smk; media pembelajaran; pelatihan

 

Abstract

This community service program was initiated in response to a gap in the knowledge and skills of teachers at SMK TKM Pertambangan Kebumen in developing digital learning media based on mobile learning. An initial survey indicated that teachers had used PowerPoint, videos, modules, and worksheets, but had not yet developed mobile learning. The program aimed to improve the knowledge and skills of 24 teachers in designing green gamification-based m-learning. The activity was conducted on August 7, 2026, through preparation, training, demonstration, independent practice, mentoring, and evaluation using pretests, posttests, and skills assessment sheets. The results showed that the mean knowledge score increased from 7.22 in the pretest to 9.10 in the posttest, representing a 26.12% increase. The highest improvement was found in PowerPoint conversion using iSpring Suite (48.13%), followed by green gamification (30.09%) and mobile learning (29.66%). Skills assessment showed that all 24 participants (100%) were categorized as skilled in formulating learning objectives, collecting learning materials, developing practice questions, and converting PowerPoint using iSpring Suite. These findings indicate that the program improved teachers’ knowledge and practical skills and reduced the competency gap in developing interactive and environmentally oriented digital learning media.

 

Keywords: green gamification; mobile learning; vocational teachers; learning media; training


Keywords


green gamification; mobile learning; vocational teachers; learning media; training

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DOI: https://doi.org/10.31764/jpmb.v10i5.42722

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