Implementasi Gamification dan Edutainment dalam Pendampingan Guru Bahasa Inggris SMK Kota Metro untuk Mengoptimalkan Pembelajaran Berdiferensiasi

Bambang Eko Siagiyanto, Fenny Thresia, Eva Faliyanti, Aulia Hanifah Qomar

Abstract


Artikel ini menyajikan sebuah program pelatihan dan pendampingan bagi guru Bahasa Inggris di Sekolah Menengah Kejuruan (SMK) Kota Metro. Program ini bertujuan untuk meningkatkan kompetensi guru dalam merancang dan melaksanakan pembelajaran yang berkualitas dan berdiferensiasi. Pendekatan yang digunakan adalah kombinasi antara gamification (unsur permainan) dan edutainment (pendidikan yang menghibur) untuk menciptakan proses pelatihan yang menarik, interaktif, dan efektif. Melalui serangkaian lokakarya, mentoring, dan praktik pembelajaran, guru-guru dibekali dengan pengetahuan dan keterampilan dalam memanfaatkan teknologi digital, mengembangkan bahan ajar yang kontekstual, serta menerapkan strategi pembelajaran yang akomodatif terhadap keberagaman gaya belajar siswa. Hasil evaluasi menunjukkan peningkatan signifikan dalam penguasaan materi, keterampilan pedagogis, serta kepercayaan diri guru dalam merancang dan melaksanakan pembelajaran berdiferensiasi. Program ini diharapkan dapat menjadi model bagi penguatan kompetensi guru di wilayah lain untuk meningkatkan kualitas pendidikan secara berkelanjutan.


Keywords


Kompetensi Guru, Pembelajaran Berdiferensiasi, Gamification, Edutainment, Pengembangan Profesi Guru.

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DOI: http://dx.doi.org/10.24127/sss.v9i1.3639

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