Pendampingan Penggunaan Game Edukasi pada Mata Pelajaran Bahasa Indonesia untuk Penguatan Profil Pancasila Siswa berbasis Self Regulated Learning
DOI:
https://doi.org/10.29407/ja.v10i1.26544Keywords:
Educational Game, Wordwall, Self Regulated LearningAbstract
The Society 5.0 era is an era where human daily activities are assisted by sophisticated technological media. This also has a positive impact on Indonesian Language Learning. Various technological developments have helped teachers innovate in their evaluation media to determine students' achievement of the learning they have gone through and their independence in solving learning problems. This fact is different from the reality of the decline in student independence in learning Indonesian today and only depending on what the teacher conveys, resulting in a decline in self-regulated learning abilities. This reality also occurs in MI Al Adnani Kayangan students in learning Indonesian, namely a lack of independent learning, no targets, and no strategies to improve their abilities. From this phenomenon, the solutions that we will provide for Community Service activities for MI Al Adnani students are; 1) Training in the use of digital games, namely Wordwall as a means of digitizing learning media; 2) Assistance in the use of games as an effort to improve students' self-regulated learning. The targets of this PKM are, Habituating student independence in setting targets and strategies to achieve their achievements; and Improving learning outcomes, and Strengthening the Pancasila profile. The implementation method for this community service program is three-stage: initial observation, Indonesian language learning assistance using a word wall, and evaluation of learning outcomes. The results of this assistance indicate that the majority of students have achieved learning outcomes that meet the minimum completion criteria, namely 80.
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