Penerapan Pembelajaran Berbasis Permainan Demi Peningkatan Minat Belajar di UPT SD 060935, Medan Johor

Authors

  • Felix Setiawan Peranginangin Universitas Sumatera Utara
  • Hairani Siregar Universitas Sumatera Utara

DOI:

https://doi.org/10.55123/abdisoshum.v2i4.2113

Keywords:

The Teaching Campus, Education, Game-Based Learning

Abstract

Education is the cornerstone of the nation's progress. Realizing an advanced nation is certainly an ideal to be achieved by every country in the world. It is common knowledge that the progress of a country is influenced by educational factors. The Teaching Campus Program is part of the Merdeka Learn Kampus Merdeka (MBKM) policy which aims to broaden the competencies students have by providing an opportunity for students to learn outside the classroom by providing assistance to teachers or education staff at the basic education level. The Merdeka Campus is a form of learning in universities that is autonomous and flexible so as to create a learning culture that is innovative, not restrictive, and in accordance with the needs of students. In this activity, the writer as a student of the Social Welfare Study Program, Faculty of Social and Political Sciences, took part in the Teaching Campus Program from Merdeka Learning Campus Teaching (MBKM) at UPT SD 060935, Medan Johor. During its implementation, the authors apply Game-Based Learning to Grade 4 UPT SD 060935 students. The purpose of student participation in the Teaching Campus program is a process of adding relationships, adding experience outside the world of lectures, developing students' insights, character and soft skills.

References

Adi, I. R. (2018). Kesejahteraan Sosial (Pekerjaan Sosial, Pembangunan Sosial, dan Kajian Pembangunan. Jakarta: PT Raja Grafindo Persada.

Foreman, J. (2004).Game-Based Learning: How to Delight and Instruct in The 21st Century. EDUCAUSE Review, 39(5).

Ishak, Harlina Binti 2017, Pembelajaran Interaktif Berasaskan Aplikais Kahoot dalam Pengajaran Abad ke-21. Jabatan Pendidikan Khas Institur Pendidikan Guru Kampus Darulalam Jitra, Kedah

Kosasih 2014, Strategi Belajar dan Pembelajaran, Bandung, Irama Widy

Atapukang. (2016). Kreatif Membelajarkan Pembelajar Dengan Menggunakan Media Pembelajaran Yang Tepat Sebagai Solusi Dalam Berkomunikasi. Jurnal Media Komunikasi Geografi 17(2), 45-52

Annisa, Adel Wiliah, Nia Rahmawati. (2020). Pentingnya Pendidikan Karakter Pada Anak Sekolah Dasar di Zaman Serba Digital. Jurnal Pendidikan dan Sains. 2(1), 35-48

Anggun Diyan Nurhasanah, Heni Nopianti. (2021). Peran Mahasiswa Program Kampus Mengajar Dalam Meningkatkan Kompetensi SDN 48 Bengkulu Tengah. Jurnal Pengabdian Masyarakat.

Fajar Utama Ritonga, Agus Suriadi, Mia Aulia Lubis. (2022). Buku Panduan Praktik Kerja Lapangan 1&2. Program Studi Kesejahteraan Sosial. Fakultas Ilmu Sosial dan Ilmu Politik. Unversitas Sumatera Utara. Medan

Downloads

Published

2023-12-27

How to Cite

Felix Setiawan Peranginangin, & Hairani Siregar. (2023). Penerapan Pembelajaran Berbasis Permainan Demi Peningkatan Minat Belajar di UPT SD 060935, Medan Johor. ABDISOSHUM: Jurnal Pengabdian Masyarakat Bidang Sosial Dan Humaniora, 2(4), 429–437. https://doi.org/10.55123/abdisoshum.v2i4.2113