Pelatihan Pembuatan Soal Berbasis Digital Bagi Guru SMA di Era Revolusi Industri 4.0

Authors

  • Trie Utari Dewi Universitas Muhammadiyah Prof. Dr. Hamka
  • Sri Lestari Handayani Universitas Muhammadiyah Prof. Dr. Hamka

DOI:

https://doi.org/10.33474/jipemas.v3i2.6697

Keywords:

question making, digital, kahoot.

Abstract

The challenges of the times in the era of the Industrial Revolution 4.0 or IR 4.0 need to be faced and responded by the actors in the world of education, teachers are no exception. Teachers are required to constantly innovate in learning including the evaluation process. Evaluation tools used can be technology based. The purpose of this community service activity is to conduct training on making digital-based questions using the application kahoot. This community service activity partnered with SMA PGRI 3 Jakarta. There were 22 participants in the community service activities, namely teachers at SMA PGRI 3. The method of this community service activity was distance training using the zoom meeting application. There are two sessions in this training, namely the first session in the form of understanding and strengthening related to digital literacy in the world of education and the second session in the form of a demonstration on how to make evaluation questions using the Kahoot application. After the community service, teachers and teachers at SMA PGRI 3 were able to create questions based on the Kahoot application. The final stage of this service activity was evaluated. Based on the results of the evaluation conducted by the implementation team and the school it can be stated that the training carried out was successful and went smoothly.

References

Alfansyur, A., & Mariyani. (2019). Pemanfaatan Media Berbasis Ict “ Kahoot †Dalam Pembelajaran PPKN Untuk Meningkatkan Motivasi. Bhineka Tunggal Ika: Kajian Dan Ptaktik PKn, 6(2), 208–216. https://doi.org/10.36706/jbti.v6i2.10118

Belshaw, D. (2011). What is digital literacy? A Pragmatic investigation. In University of dURHAM.

Centauri, B. (2019). Efektivitas Kahoot! Sebagai Media Pembelajaran Kuis Interaktif Di Sdn-7 Bukit Tunggal. Prosiding Seminar Nasional Pendidikan Mipa Dan Teknologi (SNMPT II) 2019, 124–133.

Dannari, G. L., & Muna, U. L. (2019). Pemanfaatan Media Pembelajaran Majalah dan Kahoot dalam Kegiatan Pembelajaran Sejarah di SMAN 1 Paggul Kelas XI IPAS 1. Jurnal Pendidikan Sejarah Indonesia, 2(2), 153–163. https://doi.org/10.17977/um033v2i22019p153

Darmaningrat, E. W. T., Ali, A. H. N., Wibowo, R. P., & Astuti, H. M. (2018). Pemanfaatan Aplikasi Digital Learning Untuk Pembelajaran Pengayaan Di Sekolah Menengah Kota Surabaya. Seminar Nasional Sistem Informasi Indonesia, November, 85–95.

Hartanti, D. (2019). Meningkatkan Motivasi Belajar Siswa Dengan Media Pembelajaran Interaktif Game Kahoot Berbasis Hypermedia. Prosiding Seminar Nasional PEP 2019, 78–85.

Law, N., Woo, D., de la Torre, J., & Wong, G. (2018). A Global Framework of Reference on Digital Literacy for Indicator 4.42. In unesco Institute for Statistics.

Mustikawati, F. E. (2019). Fungsi Aplikasi Kahoot sebagai Media Pembelajaran Bahasa Indonesia. Seminar Nasional P Bulan Bahasa (Semiba) 2019, 0(0), 99–104.

Purnanto, A. W., & Mahardika, A. (2016). Pelatihan Pembuatan Soal Interaktif Dengan Program Wondershare Quiz Creator Bagi Guru Sekolah Dasar Di Kota Magelang. WARTA LPM, 19(2), 141–148. https://doi.org/10.23917/warta.v19i2.2748

Putri, A. R., & Muzakki, M. A. (2019). Implemetasi Kahoot sebagai Media Pembelajaran Berbasis Digital Game Based Learning dalam Mengahadapi Era Revolusi Industri 4.0. Prosiding Seminar Nasional Universitas Muria Kudus, 217–223.

Putri, V. V. E., & Asrori, M. A. R. (2019). Pemanfaatan Digital Game Base Learning Dengan Media Aplikasi Kahoot.It Untuk Peningkatan Interaksi Pembelajaran. INSPIRASI: Jurnal Ilmu-Ilmu Sosial, 16(2), 141–150. https://doi.org/10.29100/insp.v16i2.1430

Rofiyarti, F., & Sari, A. Y. (2017). TIK untuk AUD: Penggunaan Platform “Kahoot!†dalam Menumbuhkan Jiwa Kompetitif dan Kolaboratif Anak. PEDAGOGI: Jurnal Anak Usia Dini Dan Pendidikan Anak Usia Dini, 3(3b), 164–172. https://doi.org/10.30651/pedagogi.v3i3b.1066

Wigati, S. (2019). Penggunaan Media Game Kahoot Untuk Meningkatkan Hasil Dan Minat Belajar Matematika. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 8(3), 457–464. https://doi.org/10.24127/ajpm.v8i3.2445

Downloads

Published

2020-08-22

How to Cite

Dewi, T. U., & Handayani, S. L. (2020). Pelatihan Pembuatan Soal Berbasis Digital Bagi Guru SMA di Era Revolusi Industri 4.0. Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS), 3(2), 146–153. https://doi.org/10.33474/jipemas.v3i2.6697