EDUKASI DAN PELATIHAN PEMANFAATAN MEDIA “GUSTY: THE CARD GAME” DI MA MAS BAHRUL ULUM KENOHAN, KALIMANTAN TIMUR
DOI:
https://doi.org/10.30998/j0wt5p64Keywords:
Game-Based Learning, Gusty:The Card game, N-Gain, Kurikulum Merdeka, Pengabdian masyarakatAbstract
Game-Based Learning (GBL) offers an innovative approach that is in line with the spirit of the Merdeka Curriculum, which emphasizes differentiated, contextual, and student-centered learning. This community service project aims to evaluate the effectiveness of implementing GBL-based learning media in the form of “GUSTY: The Card Game” for abstract and complex intestinal microbiome material at MA Mas Bahrul Ulum Kenohan. The method used is participatory action research with stages of socialization, teacher training, implementation of the game in the classroom, and evaluation through pretest-posttest, questionnaires, and observation. The evaluation results showed three mutually reinforcing indicators of success. First, quantitative analysis revealed a very significant increase in conceptual understanding. Second, the results of the student response questionnaire confirmed the effectiveness in terms of affective and impact. Third, observations showed that student engagement reached 100% during the game sessions. The conclusion of this activity is that the “GUSTY: The Card Game” game-based learning intervention has not only proven to be highly effective in transferring complex concepts of the gut microbiome, but has also succeeded in creating a meaningful, motivating, and empowering learning experience for students, while providing an innovative learning model that is relevant to the spirit of the Merdeka Curriculum.
Game-Based Learning (GBL) menawarkan pendekatan inovatif yang sejalan dengan semangat Kurikulum Merdeka, yang menekankan pembelajaran berdiferensiasi, kontekstual, dan berpusat pada siswa. Pengabdian masyarakat ini bertujuan mengevaluasi efektivitas implementasi media pembelajaran berbasis GBL berupa "GUSTY: The Card Game" untuk materi mikrobioma usus yang abstrak dan kompleks di MA Mas Bahrul Ulum Kenohan, Kutai Kartanegara. Metode yang digunakan adalah participatory action research dengan tahapan sosialisasi, pelatihan guru, implementasi permainan di kelas, serta evaluasi melalui pretest-posttest, kuesioner, dan observasi. Hasil evaluasi menunjukkan tiga indikator keberhasilan yang saling menguatkan. Pertama, analisis kuantitatif mengungkap peningkatan pemahaman konseptual yang sangat signifikan. Kedua, hasil kuesioner respons siswa mengonfirmasi efektivitas dari sisi afektif dan dampak. Ketiga, observasi menunjukkan keterlibatan aktif siswa mencapai 100% selama sesi permainan. Simpulan dari kegiatan ini adalah bahwa intervensi pembelajaran berbasis permainan "GUSTY: The Card Game" tidak hanya terbukti sangat efektif dalam mentransfer konsep kompleks mikrobioma usus, tetapi juga berhasil menciptakan pengalaman belajar yang bermakna, memotivasi, dan memberdayakan peserta didik, sekaligus menyediakan model pembelajaran inovatif yang relevan dengan semangat Kurikulum Merdeka.
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Copyright (c) 2026 Febry Rahmadhani Hasibuan, Ervinda Yuliatin, Jusmaldi Jusmaldi, Dwi Susanto, Sus Trimurti, Samsurianto Samsurianto, Fatmawati Patang, Yanti Puspita Sari, Reni Kurniati, Bodhi Dharma, Muhammad Fauzi Arif, Lariman Lariman (Author)

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