INCREASING TEACHER HUMAN CAPACITY THROUGH TRAINING ON THE USE OF BAMBOOZLE AND QUIZZIZ DIGITAL PLATFORMS IN INTERACTIVE LEARNING AT SMA NEGERI 3 PALANGKA RAYA

Authors

  • Sanjayanto Nugroho Universitas Palangka Raya, Indonesia
  • Aprilita Aprilita University of Palangka Raya image/svg+xml
  • Nurlia Eka Damayanti Universitas Palangka Raya, Indonesia
  • Novera Kristianti Universitas Palangka Raya, Indonesia

DOI:

https://doi.org/10.70609/icom.v5i1.5935

Keywords:

Bamboozle, Pembelajaran Interaktif, Quizziz, SDM Guru, Teknologi Pendidikan

Abstract

This article discusses increasing the capacity of teachers' human resources (HR) through training in using the Bamboozle and Quizziz digital platforms in interactive learning. The main problem faced is the lack of teacher skills in using educational technology, which has an impact on the level of student participation in the learning process which is still low. The aim of this research is to improve teachers' skills in utilizing digital platforms to create more dynamic and participatory learning. The method used is intensive training involving theory sessions and direct practice for teachers at SMA Negeri 3 Palangka Raya. The results of the training showed a significant increase in teacher skills, which had a positive impact on student engagement during the teaching and learning process. The conclusion of this article is that integrating technology such as Bamboozle and Quizziz can be an effective solution to face the challenges of the digital era, including creating an interactive and more interesting learning environment.

References

Gultom, M. G., Firman, & Wahyuni, A. (2023). Implementasi Media Game Baamboozle untuk Meningkatkan Motivasi Belajar Siswa Kelas Fase F.4 SMA N 10 Kota Jambi. Krinok: Jurnal Pendidikan Sejarah Dan Sejarah, 3(1), 31–41. https://doi.org/10. 22437/krinok.v3i1.27330

Hidayat, H., Muhajir, M., Sari, D. P., Tartiyoso, S., & Helman, H. (2024). Penerapan Program Kampus Mengajar Angkatan VI Bertujuan Untuk Meningkatkan Kemampuan Literasi dan Numerasi. ABDISOSHUM: Jurnal Pengabdian Masyarakat Bidang Sosial Dan Humaniora, 3(2), 152–158. https://doi.org/10.55123/ abdisoshum.v3i2.4038

Iin, A., Meilani, F, & V. P. R. (2021). Pemanfaatan Penggunaan Ice-breaking pada Website Baamboozle dalam Kegiatan Pembelajaran. Proseding Didaktis: Seminar Nasional Pendidikan Dasar, 6(1), 318–327.

Khoiro, D. M., Samsiah, A., & Haryono. (2023). Penerapan Media Pembelajaran Bamboozle dalam Meningkatkan Motivasi Belajar pada Siswa Kelas X di SMAN 1 Pamarayan. Edusociata Jurnal Pendidikan Sosiologi, 6(1), 509–520.

Muttaqin, A. khaeril, Nurwahida, N., & Irmayanti, I. (2024). Pendampingan Pembuatan Media Pembelajaran Baamboozle Pada Tenaga Pendidik di UPTD SMP Negeri 15 Sinjai. Mosaic: Jurnal Pengabdian Kepada Masyarakat, 1(2), 63–72. https://doi.org/10.61220/mosaic.v1i2.509

Rahman, R. Z., & Budiarto, W. (2022). Sosialisasi PJBL-Inventor Guna Meningkatkan Kompetensi Guru di Kabupaten Malang. I-Com: Indonesian Community Journal, 2(1), 17-23.

Rahmawati, J., Ramadhani, E. P., & Saputra, D. (2023). Pelatihan Pemanfaatan Quizizz bagi Guru SMA Negeri 8 Kota Jambi untuk Transformasi Pembelajaran Digital. Jurnal Pengabdian Kepada Masyarakat, 1(1), 1–5.

Sa’diyah, I., Hamid, A., Widiwurjani, W., Kirana, C. D., & Febrianti, A. (2024). Pendampingan Penyusunan Asesmen Interaktif dan Kreatif Berbasis Technoedugames dalam Konteks Kurikulum Merdeka Belajar di SMAN 2 Mojokerto. Sewagati, 8(4), 2004–2014.

Sakdiyah, I. H., Maolida, E. H., & Nurviyani, V. (2024). Utilizing Game-Based Learning Baamboozle in Developing Students’ English Grammar Mastery. JALL (Journal of Applied Linguistics and Literacy), 8(1), 132. https://doi.org/10.25157/jall.v8i1. 12755

Setyawan, A. S., & Panduwinata, L. F. (2023). Pengaruh Model Group Investigation Berbantuan Edugames Baamboozle Terhadap Kemampuan Berpikir Kritis Dan Hasil Belajar Siswa Pada Mata Pelajaran OTK Kepegawaian di SMKN 1 Jombang. Innovative: Journal Of Social Science Research, 3(3), 5960–5968.

Siregar, Z., & Marpaung, T. B. (2020). Pemanfaatan Teknologi Informasi dan Komunikasi (TIK) Dalam Pembelajaran di Sekolah. BEST Journal (Biology Education, Sains and Technology), 3(1), 61–69. https://doi.org/10.30743/best. v3i1.2437

Sulistyowati, R. W., & Suteki, M. (2023). Meningkatkan Kemampuan Kognitif Melalui Pemanfaatan Media Pembelajaran Digital Baamboozle Pada Kelompok B Di Tk Aba Wasur Ii. Prima Magistra: Jurnal Ilmiah Kependidikan, 4(2), 156–162. https://doi.org/10.37478/jpm.v4i2.2613

Tjiptady, B. C., Rohman, M., Rahman, R. Z., Elmunsyah, H., & Tarecha, R. I. (2024). Exploring Masterweb's Effectiveness in Optimizing Digital Based Learning and Education Management. Ultima InfoSys: Jurnal Ilmu Sistem Informasi, 15(2), 74-79.

Published

2025-03-02

How to Cite

INCREASING TEACHER HUMAN CAPACITY THROUGH TRAINING ON THE USE OF BAMBOOZLE AND QUIZZIZ DIGITAL PLATFORMS IN INTERACTIVE LEARNING AT SMA NEGERI 3 PALANGKA RAYA. (2025). I-Com: Indonesian Community Journal, 5(1), 47-57. https://doi.org/10.70609/icom.v5i1.5935

Most read articles by the same author(s)