Teacher Readiness in Using Digital-Based Learning Media Through Smart Game Applications
Abstract
Teachers face challenges and have demands to innovate in integrating digital technology into learning activities in accordance with current technological developments. This research, thus, aims to determine teachers' readiness to use digital-based learning media through the "smart game" application. This research method used a qualitative method with a descriptive approach model through observation, interviews, and assessment instruments, with analysis techniques including triangulation data in assessing teacher readiness to use the "smart game" application as a digital learning medium. Based on this research, the results obtained revealed that teachers possessed sufficient knowledge in using and accessing technology and digital as simple learning media such as YouTube videos. However, in utilizing digital applications such as "smart games," teachers need to hone their skills again by exploring and developing learning materials to be delivered to students through "smart game" applications.
Keywords
Digital; Technology; Teacher; Smart Game