Peningkatan Kompetensi Guru melalui Workshop Pembelajaran Mendalam Berbasis Zeep Quiz di Sekolah Dasar Negeri

  • Fitria Carli Wiseza Institut Agama Islam Yasni Bungo, Muara Bungo,  Indonesia
  • Ibermarza Ibermarza Institut Agama Islam Yasni Bungo, Muara Bungo,  Indonesia
  • Mona Novita Institut Agama Islam Yasni Bungo, Muara Bungo,  Indonesia
  • Putri Khairunnisa Institut Agama Islam Yasni Bungo, Muara Bungo,  Indonesia
  • Nora Anggelia Institut Agama Islam Yasni Bungo, Muara Bungo,  Indonesia
Keywords: Pembelajaran Mendalam, Zeep Quiz, Kompetensi Guru, Literasi Digital, Sekolah Dasar

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kompetensi guru Sekolah Dasar dalam menerapkan pembelajaran mendalam melalui pemanfaatan media digital interaktif Zeep Quiz. Permasalahan utama mitra adalah rendahnya kemampuan guru dalam merancang evaluasi berbasis teknologi serta terbatasnya wawasan mengenai strategi pembelajaran yang mendorong pemahaman konseptual. Pengabdian ini dilaksanakan melalui pendekatan Participatory Action Research (PAR) yang melibatkan guru secara aktif pada seluruh tahapan: (1) assessment of needs, (2) perencanaan aksi, (3) pelaksanaan aksi, dan (4) refleksi partisipatif. Kegiatan berlangsung dalam bentuk workshop selama tiga hari di SDN 101/II Muara Bungo dengan peserta sebanyak 30 guru. Metode pelaksanaan meliputi ceramah interaktif, demonstrasi, praktik penyusunan kuis digital, pendampingan individual, serta evaluasi melalui pre-test dan post-test. Hasil menunjukkan adanya peningkatan signifikan pada kemampuan guru dalam merancang soal berbasis pembelajaran mendalam serta memanfaatkan fitur gamifikasi Zeep Quiz secara efektif. Skor rata-rata pemahaman guru meningkat dari 63,2 menjadi 87,4 setelah pelatihan, dan guru melaporkan peningkatan motivasi mengajar serta keterlibatan siswa di kelas. Temuan ini menegaskan bahwa penerapan PAR berbasis praktik langsung dan teknologi digital mampu memperkuat kapasitas pedagogik guru serta mendukung implementasi Kurikulum Merdeka secara lebih interaktif dan bermakna.

Abstract View: 34 PDF Download: 21
Download data is not yet available.

Metrics

Metrics Loading ...

References

Alifah Diantebes Aindra, Aji Prasetya Wibawa, D. N. (2022). Teacher’s competence and performance: A systematic theoretical study. International Journal of Education and Learning, 4(1), 65–80. https://doi.org/http://dx.doi.org/10.31763/ijele.v4i1.397

Askahar, M. A. (2025). Klinik Guru Digital: Pendekatan Inovatif Untuk Transformasi Kompetensi Guru Dalam Pembelajaran Abad 21. Jurnal Inovasi Penelitian Dan Pengabdian Masyarakat, 5(1), 67–76. https://doi.org/https://doi.org/10.53621/jippmas.v5i1.490

Assemgul Kalimova, Botakoz A. Zhekibayeva, Raushan Karimova, Sholpan Khamzina, Tatiana Fomina, U. A. (2022). A study of pre-service teachers’ readiness for integrated learning in primary school. Cypriot Journal of …Educational Sciences, 17(5), 1567–1575. https://doi.org/https://doi.org/10.18844/cjes.v17i5.7333

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30(100322). https://doi.org/https://doi.org/10.1016/j.edurev.2020.100322

Berliana Hutagalung, W. P. (2021). The Ability of Digital Literacy for Elementary School Teachers. Jurnal Pendidikan Indonesia, 10(4). https://doi.org/http://dx.doi.org/10.23887/jpi-undiksha.v10i4.32938

Biggs, J., Tang, C., & Kennedy, G. (2022). Teaching for Quality Learning at University. McGraw-Hill Education.

Difa Maulidya, Dian Nur Andriani Eka Setiawati, Nury Azkiya Umamy, M. S. (2025). Analisis Literatur Peran Deep Learning dalam Mendorong Pembelajaran Bermakna di Sekolah Dasar. Jurnal Pengabdian Masyarakat Dan Riset Pendidikan, 4(2), 9072–9084. https://doi.org/https://doi.org/10.31004/jerkin.v4i2.3300

F Feriyanto, and D. A. (2024). Deep Learning Approach Through Meaningful, Mindful, and Joyful Learning: A Library Research. Electronic Journal of Education, Social Economic and Technology, 5(2), 208–212. https://doi.org/https://doi.org/10.33122/ejeset.v5i2.321

Fiskerstrand, A. (2022). Literature review – Parent involvement and mathematic outcome. Educational Research Review, 37. https://doi.org/https://doi.org/10.1016/j.edurev.2022.100458

Grace Xuecong Ji, et. a. (2024). Scholarly Responses to ‘UNESCO Global Education Monitoring Report 2024 Pacific Technology in Education: A tool on whose terms?’ The International Education Journal: Comparative Perspectives, 23(2). https://doi.org/https://doi.org/10.70830/iejcp.2302.20369

Hariadi, B., Jatmiko, B., Sunarto, M. J. D., Prahani, B. K., Sagirani, T., Amelia, T., &, & Lemantara, J. (2022). Higher order thinking skills based learning outcomes improvement with blended web mobile learning model. International Journal of Instruction, 15(2), 565–57. https://doi.org/https://doi.org/10.29333/iji.2022.15231a

Hord, S. M., & Tobia, E. F. (2015). Reclaiming our teaching profession: The power of educators learning in community. Teachers College Press.

Jacques M. Chevalier, D. J. B. (2019). Participatory Action Research: Theory and Methods for Engaged Inquiry (Second Edition). Routledge.

KRENARE PIREVA NUCI, E. a. (2021). Game-Based Digital Quiz as a Tool for Improving Students Engagement and Learning in Online Lectures. IEEE Access Multidisclipnary, 9. https://doi.org/10.1109/ACCESS.2021.3088583

Larysa Lysenko, C. Anne Wade, Philip C. Abrami, Rose Iminza, E. K. (2022). Self-Regulated Learning in Kenyan Classrooms: A Test of ePEARL, a Process e-Portfolio. International Journal of Instruction, 15(3), 63–82. https://doi.org/https://doi.org/10.29333/iji.2022.1534a

Luke K. Fryer, H. N. B. (2021). Teaching for course interest. Studies in Higher Education, 46, 2122–2133. https://doi.org/https://doi.org/10.1080/03075079.2020.1712692

Mona Novita, D. (2024). IMPLEMENTASI METODOLOGI PAR DAN ABCD DALAM KULIAH KERJA NYATA (Elan Jaelani (ed.)). WIDINA MEDIA UTAMA.

Nur Kharisma, E. a. (2025). Transformasi Pembelajaran Bermakna melalui Deep Learning: Kajian Literatur dalam Kerangka Kurikulum Merdeka. Al-Zayn: Jurnal Ilmu Sosial & Hukum, 3(2), 1895–1905. https://doi.org/https://doi.org/10.61104/alz.v3i3.1462

Peneliti. (2025a). Wawancara Guru SDN 101/II Muara Bungo terkait Proses Pembelajaran dan Digitalisasi dalam Evaluasi Belajar.

Peneliti, T. (2025b). Wawancara Guru Pembelajaran IPA di SDN 10/II Muara Bungo.

Rachel Pain, Geoff Whitmann, D. M. (2022). Participatory Action Research Toolkit: An Introduction to Using PAR as an Approach to Learning, Research and Action An Introduction to Using PAR as an Approach to Learning, Research and Action.

Rizka Latifah, Cucuk Wawan Budiyanto, and H. S. (2022). Digital Transformation Readiness in Education: A Review. International Journal of Information and Education Technology, 12(8). https://doi.org/10.18178/ijiet.2022.12.8.1688

Roman Yavich, N. D. (2024). What Affects Teachers’ Use of Technology: Teachers’ Beliefs Regarding Technology, Teachers’ Technological Skills, orAvailable Sources of Support? MDPI Education Sciences, 14(1339). https://doi.org/https://doi.org/10.3390/educsci14121339

Sambas Ali Muhidin, Sutaryat Trisnamansyah, E. Mulyasa, H. S. M. (2019). DETERMINANT FACTORS OF TEACHER PERFORMANCE AND STUDENTS’ COMPETENCY. Jurnal Pendidikan Bisnis Dan Manajemen, 5(1), 22–35.

Sherlock A. Licorish, Helen E. Owen, Ben Daniel, J. L. G. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(9), 1–23. https://doi.org/https://doi.org/10.1186/s41039-018-0078-8

Stephen Kemmis, Robin Mc. Taggart, R. N. (2014). The Action Research Planner: Doing Critical Participatory Action Research. Springer Nature Singapore. https://doi.org/10.1007/978-981-4560-67-2

Wang, Y., Qiao, Y., & Wang, X. (2021). Effects of gamified learning platforms on students’ learning outcomes: A meta-analysis taking Kahoot and quizizz as examples. In Proceedings of the 13th International Conference on Education Technology and Computers, 105–110. https://doi.org/https://doi.org/10.1145/3498765.3498781

Warschauer, M. (2011). Learning in the Cloud: How (and Why) to Transform Schools with Digital Media. New York: Teachers College Press.

Zaenal Arifin, A. P. S. (2020). Conceptualizing the Regulation Based on Spiritual Values Toward the LGBT Phenomenon in Indonesia. International Conference on Law, Economics and Health (ICLEH 2020). https://doi.org/https://doi.org/10.2991/assehr.k.200620.087

Zainuddin, Z., Chu, S.K., Shujahat, M., & Perera, C. J. (2020). T. impact of gamification on learning and instruction: A. systematic review of empirical evidence. E. R. R. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review., 30(100326). https://doi.org/https://doi.org/10.1016/j.edurev.2020.100326

Published
2025-12-19
How to Cite
Wiseza, F. C., Ibermarza, I., Novita, M., Khairunnisa, P., & Anggelia, N. (2025). Peningkatan Kompetensi Guru melalui Workshop Pembelajaran Mendalam Berbasis Zeep Quiz di Sekolah Dasar Negeri. Jurnal Inovasi Penelitian Dan Pengabdian Masyarakat, 5(2), 256-268. https://doi.org/10.53621/jippmas.v5i2.687
Section
Pengabdian Masyarakat
Abstract viewed = 34 times
PDF downloaded = 21 times