Peningkatan Kompetensi Bahasa Inggris dan Literasi AI melalui English Fun Camp di SMPN 8 Fatuleu, Kupang-NTT
DOI:
https://doi.org/10.59837/jpmba.v3i6.2868Keywords:
Pengabdian masyarakat, fun learning, kecerdasan buatan, pelatihan guruAbstract
Kualitas pembelajaran Bahasa Inggris di daerah masih terkendala keterbatasan sumber daya, minimnya pelatihan guru, dan rendahnya motivasi siswa. Kegiatan pengabdian kepada masyarakat di SMP Negeri 8 Fatuleu Satu Atap, Kabupaten Kupang, NTT, dilaksanakan untuk menjawab tantangan ini melalui dua strategi: English Fun Camp bagi siswa dan pelatihan pemanfaatan Artificial Intelligence (AI) bagi guru. Menggunakan pendekatan partisipatif-edukatif, siswa dan guru terlibat aktif dalam kegiatan interaktif dan praktis. Fun Camp yang memadukan permainan bahasa, lagu, kuis, dan roleplay terbukti meningkatkan motivasi, partisipasi, kepercayaan diri, serta penguasaan kosakata dan struktur kalimat secara kontekstual. Pelatihan AI membekali guru dengan keterampilan menggunakan teknologi seperti ChatGPT dan Canva AI untuk menyusun RPP, media ajar, asesmen, dan tugas administratif, mempercepat kerja sekaligus memberi alternatif pembelajaran yang adaptif. AI diposisikan sebagai alat bantu, bukan pengganti peran guru. Program ini memperkuat sinergi antara dosen, mahasiswa, dan sekolah mitra, serta membuka peluang kemitraan berkelanjutan. Integrasi pembelajaran interaktif dan literasi teknologi di sekolah tertinggal, terdepan, dan terluar berpotensi signifikan meningkatkan mutu pendidikan, sehingga direkomendasikan untuk direplikasi di daerah lain dengan tantangan serupa.
Downloads
References
Adzmi, N. A., Bidin, S., Selvaraj, B., & Saad, S. (2024). The Role of Gamification in Enhancing Engagement and Motivation in Language Learning. International Journal Of Research And Innovation In Social Science (IJRISS), VIII(IX), 2402–2411. https://doi.org/10.47772/IJRISS
Al-Khresheh, M. H. (2025). he Cognitive and Motivational Benefits of Gamification in English Language Learning: A Systematic Review. The Open Psychology Journal, 18(1), 1–19. https://doi.org/10.2174/0118743501359379250305083002
Artini, N. K., & Numertayasa, I. W. (2024). Program “English Fun” Untuk Meningkatkan Minat Dan Motivasi Siswa Di Sekolah Dasar Desa Pesaban. Global Abdima, 4(2), 66–76. https://journal.intelekmadani.org/index.php/globalabdimas/article/view/587
Azhara, A. A., & Setiyawan, H. (2025). Pengaruh Metode Pembelajaran Fun Learning Pada Mata Pelajaran Bahasa Inggris Materi Games And Sport Kelas 3 Sekolah Dasar. Indo-MathEdu Intellectuals Journal, 6(4), 6384–6390. http://doi.org/10.54373/imeij.v6i4.3784
Benu, N. N., Beeh, N., & Ndandara, A. (2025). Pelatihan Pembuatan Stik Pepaya Untuk Pemberdayaan Ekonomi Jemaat GMIT Hosana Sungkaen. JURNAL ABDIMADES, 5(2), 34–44. https://jurnallpmukaw.com/index.php/abdimades/article/view/118
Benu, N. N., Beeh, N., & Nenotek, S. A. (2025). Implementing Deep Learning In The Efl Classroom: Strategies For Fostering Mindful, Meaningful, And Joyful Language Learning. LedTure: Journal on Language, Education, Literature and Culture, 3(1), 70–85. https://doi.org/10.33323/l.v3i1.64
Biasutti, M. (2011). Flow and Optimal Experience. In Encyclopedia of Creativity, Second Edition, Two Volume Set (2nd ed., Vol. 1). Elsevier Inc. https://doi.org/10.1016/B978-0-12-375038-9.00099-6
Butarbutar, R., Leba, S. M. R., Weda, S., & Nur, S. (2023). Computer-Supported Collaborative Learning-Based Instruction in Teaching Speaking EFL in Indonesian Context. Proceedings of the 4th International Conference on Progressive Education 2022 (ICOPE 2022), 1, 116–126. https://doi.org/10.2991/978-2-38476-060-2_12
Cahyaningrum, A., Susetyo, A. M., & Citraningrum, D. M. (2024). Pengaruh Metode Fun Learning Terhadap Minat Belajar Menulis Cerpen Di Sdn Sumbersari 03 Jember. Jurnal Bastra (Bahasa Dan Sastra), 9(1), 1–13. https://doi.org/10.36709/bastra.v8i5.316
Chotimah, C., Parnawati1, T. A., Fajarwati1, Y. E., & Soelistyari, H. T. (2025). Meningkatkan Minat Dan Kemampuan Dasar Bahasa Inggris Siswa Sd Melalui Metode Pembelajaran Interaktif “Let’s Learn English The Fun Way” Di Sdn Dinoyo 1 Malang. Jamas: Jurnal Abdi Masyarakat, 3(2), 872–877. https://doi.org/10.62085/jms.v3i2.191
Cubio, J. V. (2024). The Role of Artificial Intelligence in Teaching and Administrative Tasks: Perspectives of DepEd Personnel. International Journal Of Research And Innovation In Social Science (IJRISS), IX(IV), 3207–3225. https://doi.org/10.47772/IJRISS.2025.90400502
Dikti. (2024). Buku Panduan _ Penggunaan Generative AI pada Pembelajaran di Perguruan Tinggi (Vol. 1). Direktorat Pembelajaran dan Kemahasiswaan Direktorat Jenderal Pendidikan Tinggi, Riset, dan Teknologi Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.
Febriana, M., Nurkamto, J., Rochsantiningsih, D., & Rosyidi, M. (2018). Teaching Rural Indonesian Schools Students: Effective Strategies. International Journal of Multicultural and Multireligious Understanding, 5(2). https://doi.org/10.18415/ijmmu.v5i2.333
Gecker, J. (2025). How ChatGPT and other AI tools are changing the teaching profession. 1–14. https://apnews.com/article/ai-chatgpt-teacher-chatbot-b1630bc549e9044d1e3bbcc060fb422c
Gligorea, I., Cioca, M., Oancea, R., Gorski, A. ., Gorski, H., & Tudorache, P. (2023). Adaptive Learning Using Artificial Intelligence in e-Learning: A Literature Review. Education Sciences, 13(12). https://doi.org/10.3390/educsci13121216
Hui, L., Rovers, S. F. ., van Merriënboer, J. J. ., Donkers, J., & de Bruin, A. B. H. (2025). Self-regulation of Flow: Creating “Seemingly Effortless” Learning Among Higher Education Students. International Journal of Educational Research, 131(June 2023). https://doi.org/10.1016/j.ijer.2025.102573
Iaremenko, N. V. (2017). Enhancing English Language Learners’ Motivation Through Online Games. Information Technologies and Learning Tools, 59(3), 126–133. https://doi.org/10.33407/itlt.v59i3.1606
Nenotek, S. A., & Benu, N. N. (2022). The Use of Technology in Teaching and Learning (Case Study in Two State Schools in Kupang, Indonesia during the COVID-19 Pandemic). Randwick International of Education and Linguistics Science Journal, 3(2), 249–255. https://doi.org/10.47175/rielsj.v3i2.452
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61. https://doi.org/10.1016/j.cedpsych.2020.101860
Tan, X., Cheng, G., & Ling, M. . (2025). Artificial intelligence in teaching and teacher professional development: A systematic review. Computers and Education: Artificial Intelligence, 8(November 2024). https://doi.org/10.1016/j.caeai.2024.100355
UNESCO. (2023). International forum on AI and education: Steering AI to empower teachers and transform teaching. UNESCO. http://www.unesco.org/open-access/terms-use-ccbysa-en
Yang, X., Wang, Q., & Lyu, J. (2024). Assessing ChatGPT’s Educational Capabilities and Application Potential. ECNU Review of Education, 7(3), 699–713. https://doi.org/10.1177/20965311231210006
Yaseen, H., Mohammad, A. ., Ashal, N., Abusaimeh, H., Ali, A., & Sharabati, A. A. . (2025). The Impact of Adaptive Learning Technologies, Personalized Feedback, and Interactive AI Tools on Student Engagement: The Moderating Role of Digital Literacy. Sustainability, 17(3), 1–27. https://doi.org/10.3390/su17031133
Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13(January), 1–12. https://doi.org/10.3389/fpsyg.2022.1030790
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Naniana N Benu, Beeh Norci, Alfred Snae

This work is licensed under a Creative Commons Attribution 4.0 International License.












