PERANCANGAN WEBSITE PESANTREN DAAR ARIFIN DENGAN PENDEKATAN USER-CENTERED DESIGN (UCD)
DOI:
https://doi.org/10.51878/edutech.v5i4.7572Keywords:
Perancangan Website, User-Centered Design, Pesantren Daar Arifin, Dreamweaver CS6Abstract
Rapid technological developments, including Artificial Intelligence (AI), have brought significant changes that have become the underlying problem for education in junior high schools (SMP). Traditional learning methods are now considered ineffective in developing 21st-century skills, particularly students' digital literacy. This research focuses on a conceptual study of the digitalization of learning through the integration of AI and the innovative gamification-based Interactive Animated Spin Card media, with the goal of formulating an implementation model to improve digital literacy. Key stages of this research used a qualitative approach with a literature study method (library research). The steps included identifying and collecting relevant literature sources, content analysis of previous findings, and concept synthesis to build a conceptual model. The main findings of this study indicate that AI has great potential as a driver of adaptive and personalized learning, while gamification (such as Spin Cards or Wordwalls) has proven effective in increasing student motivation and active engagement. It is concluded that the integration of AI and gamification-based Spin Card media has the potential to be a strategic solution for creating innovative, adaptive, and enjoyable digital literacy learning in accordance with the demands of the digital transformation era.
ABSTRAK
Perkembangan teknologi yang pesat, termasuk Kecerdasan Buatan (AI), telah membawa perubahan signifikan yang menjadi latar belakang masalah bagi pendidikan di Sekolah Menengah Pertama (SMP). Metode pembelajaran tradisional kini dinilai tidak efektif untuk menumbuhkan keterampilan abad ke-21, terutama literasi digital siswa. Penelitian ini berfokus pada kajian konseptual mengenai digitalisasi pembelajaran melalui integrasi AI dan media inovatif Spin Card Animasi Interaktif yang berbasis gamifikasi, dengan tujuan merumuskan model implementasi untuk meningkatkan literasi digital. Tahapan penting penelitian ini menggunakan pendekatan kualitatif dengan metode studi literatur (library research). Langkah-langkahnya meliputi identifikasi dan pengumpulan sumber literatur relevan, analisis isi (content analysis) terhadap temuan terdahulu, serta sintesis konsep untuk membangun model konseptual. Temuan utama dari kajian ini menunjukkan bahwa AI memiliki potensi besar sebagai pendorong pembelajaran adaptif dan personal, sementara gamifikasi (seperti media Spin Card atau Wordwall) terbukti efektif meningkatkan motivasi dan keterlibatan aktif siswa. Disimpulkan bahwa integrasi AI dan media Spin Card berbasis gamifikasi berpotensi menjadi solusi strategis untuk menciptakan pembelajaran literasi digital yang inovatif, adaptif, dan menyenangkan sesuai tuntutan era transformasi digital.
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