ThesisOpen AccessMetadata saja
•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This article examines the influence of game-based learning media using the RPG Maker MV application in improving the addition of Arabic vocabulary. Game-based learning media is an educational approach that integrates gaming elements into the process. This study aims to prove the effectiveness of game-based learning media and its influence on the addition of students' vocabulary at the Insan Mulia Punggur Islamic Boarding School. This research is a type of quantitative research using a pre-experimental design research method with a pretest-posttest design of one group. The data collection techniques in this study include observation, testing and documentation. The test tools used in this study are pre-test and post-test. The results of this study show that the use of Game Based Learning media using the RPG Maker MV application has a positive effect on the addition of Arabic vocabulary. This study provides concrete evidence that learning media is effectively used as a tool to improve students' memory and vocabulary understanding of Arabic.
ResearchOpen AccessMetadata saja
•Hasil Penelitian dan Pengabdian
<ol style="list-style-type:lower-alpha;">
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Menganalisis penerapan Project Based-Edupreneurship Learning Program Studi Matematika Dalam Meningkatkan 4C Skills Mahasiswa Dalam Kurikulum Merdeka.</li>
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Mengidentifikasi dampak Edupreneur terhadap peningkatan 4C Skills (<em>Critical Thinking, Creativity, Collaboration, Communication</em>) siswa.</li>
<li>
Mengevaluasi efektivitas Edupreneur dalam meningkatkan motivasi dan hasil belajar siswa.</li>
</ol>
<p>
catatan </p>
<p>
Judul ini sudah tepat karena sejalan dengan konsep <strong>Kurikulum Merdeka</strong> yang menekankan pada pembelajaran yang berpusat pada siswa dan mendorong kreativitas, berpikir kritis, kolaborasi, serta komunikasi. Implementasi project-based learning sangat sesuai dengan filosofi Kurikulum Merdeka.</p>
<p>
Namun, perlu dipastikan bahwa cakupan penelitian ini dapat diukur dan dianalisis dengan jelas. Judul ini cukup kompleks, sehingga peneliti perlu menetapkan lingkup penelitian yang spesifik agar dapat diukur dengan valid dan reliabel.</p>
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This research is motivated by the importance of teachers' emotional roles in enhancing students' learning motivation in Islamic Religious Education (PAI) learning. Student learning motivation at MI Nurul Qodiri still shows varying conditions, so an approach that focuses not only on cognitive aspects, but also on emotional aspects is needed. This study aims to describe the forms and analyze the implementation of teachers' emotional aspects in enhancing students' learning motivation. This study uses a qualitative approach with a descriptive type. Data collection techniques were carried out through observation, interviews, and documentation with PAI teachers and students. The results show that teachers' emotional implementation is carried out through providing attention, empathy, positive reinforcement, and effective communication. This implementation can increase student activeness, learning interest, and self-confidence in PAI learning. Thus, teachers' emotional plays an important role in creating a conducive learning atmosphere and increasing student learning motivation.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aims to investigate the effectiveness of digital-based learning strategies using Interactive Flat Panel (IFP) on students’ achievement in writing descriptive paragraphs. A quasi-experimental design was employed involving two groups: an experimental class and a control class, each consisting of 20 tenth-grade students at SMAN 2 Dente Teladas in the academic year 2025/2026. The experimental group was taught using IFP-based digital learning, while the control group received conventional instruction. Data was collected through pre-test and post-test and analyzed using an independent sample t-test. The findings reveal a significant improvement in students’ writing achievement. The mean score of the experimental class increased from 59.45 in the pre-test to 86.45 in the post-test, while the control class improved from 58.75 to 75.35. The t-test result shows that t-observed (2.77) is higher than t-table at both 5% (2.01) and 1% (2.68) significance levels, indicating a statistically significant difference between the two groups. In addition, the percentage of students achieving the minimum mastery criterion (KKM ≥ 71) in the experimental class increased from 25% to 100%, compared to 20% to 70% in the control class. These results suggest that the integration of multimedia, interactivity, and real-time feedback through IFP effectively enhances students’ engagement and writing performance. This study contributes to literature by demonstrating the effectiveness of IFP as an integrated instructional tool in improving descriptive writing skills. The findings imply that technology-enhanced learning should be promoted to support more interactive and student-centered classroom practices.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian pengembangan ini bertujuan untuk menghasilkan Lembar Kerja Peserta Didik (LKPD) berbasis Discovery Learning pada materi aritmatika sosial kelas VII SMP yang valid, praktis, dan efektif dalam meningkatkan kemampuan pemecahan masalah matematis siswa. Latar belakang penelitian ini adalah rendahnya kemampuan pemecahan masalah siswa Indonesia berdasarkan hasil PISA serta terbatasnya bahan ajar yang mendorong pembelajaran penemuan mandiri. Metode penelitian menggunakan Research and Development (R&D) dengan model 4D (Define, Design, Develop, Disseminate) yang dimodifikasi hingga tahap develop dengan uji coba terbatas. Subjek penelitian adalah 15 siswa kelas VII MTs Al-Asror Lampung Timur. Instrumen penelitian meliputi lembar validasi ahli, angket praktikalitas guru dan siswa, serta tes kemampuan pemecahan masalah (pretest-posttest). Hasil penelitian menunjukkan: (1) LKPD yang dikembangkan dinyatakan sangat valid oleh ahli materi (88,89%) dan ahli media (88,57%); (2) LKPD dinyatakan sangat praktis berdasarkan respon guru (92,77%) dan siswa (90,00%); (3) LKPD efektif meningkatkan kemampuan pemecahan masalah dengan nilai N-Gain sebesar 0,57 (kategori sedang). Produk LKPD memiliki karakteristik memuat enam sintaks Discovery Learning yang terintegrasi dengan langkah pemecahan masalah Polya, menggunakan bahasa komunikatif, dan menyajikan masalah kontekstual. Kesimpulannya, LKPD berbasis Discovery Learning yang dikembangkan layak digunakan untuk memfasilitasi peningkatan kemampuan pemecahan masalah siswa pada materi aritmatika sosial.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk menguji pengaruh model Project Based Learning (PjBL) berbasis eksplorasi alam terhadap literasi numerasi peserta didik. Penelitian ini dilatarbelakangi oleh rendahnya kemampuan numerasi siswa, terutama dalam menyelesaikan masalah matematika kontekstual. Metode yang digunakan adalah pendekatan kuantitatif dengan desain kuasi eksperimen berupa pretest-posttest control group design. Populasi penelitian adalah peserta didik kelas VIII SMP IT Darul Mutaqin tahun ajaran 2025/2026, dengan sampel dua kelas yang dipilih menggunakan teknik cluster random sampling sebagai kelas eksperimen dan kontrol. Pengumpulan data dilakukan melalui tes pretest dan posttest yang didukung oleh observasi dan dokumentasi. Instrumen penelitian telah diuji validitas dan reliabilitasnya. Analisis data meliputi uji normalitas, uji homogenitas, serta uji hipotesis menggunakan uji t pada taraf signifikansi 0,05. Hasil penelitian menunjukkan adanya peningkatan signifikan literasi numerasi pada kelas eksperimen dibandingkan kelas kontrol dengan nilai signifikansi 0,05. Temuan ini menunjukkan bahwa PjBL berbasis eksplorasi alam efektif dalam meningkatkan keterlibatan, kemampuan berpikir kritis, dan pemecahan masalah kontekstual peserta didik.berpengaruh signifikan terhadap peningkatan literasi numerasi peserta didik.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Abstract
Penelitian ini bertujuan untuk menganalisis implementasi model Contextual Teaching and Learning (CTL) dalam pembelajaran Pendidikan Agama Islam melalui praktik wudhu yang mencakup perencanaan, pelaksanaan, dan evaluasi pembelajaran. Permasalahan penelitian ini adalah pembelajaran PAI yang masih berorientasi pada penyampaian materi secara teoritis sehingga keterlibatan dan pemahaman siswa belum optimal, khususnya pada materi yang bersifat praktik. Penelitian ini menggunakan pendekatan kualitatif dengan jenis deskriptif yang dilaksanakan di SMP Ma’arif Seputih Raman, Kabupaten Lampung Tengah. Subjek penelitian terdiri atas guru PAI dan siswa kelas VII yang dipilih melalui teknik purposive sampling. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi, sedangkan analisis data menggunakan model interaktif yang meliputi reduksi data, penyajian data, dan penarikan kesimpulan dengan uji keabsahan melalui triangulasi. Hasil penelitian menunjukkan bahwa perencanaan pembelajaran dilakukan dengan mengaitkan materi wudhu dengan kehidupan sehari-hari siswa, pelaksanaan pembelajaran berlangsung melalui praktik langsung yang mendorong keterlibatan aktif siswa, serta evaluasi dilakukan secara autentik melalui penilaian praktik dan proses belajar. Implementasi CTL melalui praktik wudhu mampu meningkatkan keterlibatan, pemahaman, dan pengalaman belajar siswa secara lebih konkret dan bermakna.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aims to analyze the implementation of religious moderation values in Aqidah Akhlak learning at MTs Terpadu Nurul Qodiri, focusing on the aspects of planning, implementation, and evaluation. This research employed a descriptive qualitative approach with data collection techniques including observation, interviews, and documentation. The research subjects consisted of Aqidah Akhlak teachers, students, and school stakeholders as supporting informants. The findings reveal that in the planning stage, religious moderation values such as tolerance, justice, and balance have been included in learning instruments such as lesson plans and syllabi; however, they remain general and have not been operationally defined in detailed learning activities. In the implementation stage, various teaching methods such as lectures, discussions, question and answer, role modeling, and habituation have been applied. Nevertheless, lectures still dominate, resulting in limited student participation, while discussion and role-modeling methods are proven to be more effective in internalizing moderation values. In the evaluation stage, assessment is still focused on cognitive aspects and lacks specific instruments to measure students’ attitudes toward religious moderation systematically. Overall, the implementation has been carried out but is not yet optimal. Therefore, improvements are needed in systematic planning, participatory implementation, and comprehensive evaluation to ensure that religious moderation values are effectively internalized in students’ character.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran deep learning terhadap pemahaman konsep pecahan pada siswa kelas VII SMPI Al Yazier Rawajitu Utara. Latar belakang penelitian ini didasarkan pada rendahnya pemahaman konsep pecahan siswa yang ditandai dengan kesulitan dalam memahami makna pecahan, operasi hitung pecahan, serta penerapannya dalam kehidupan sehari-hari. Model pembelajaran deep learning dipilih karena menekankan pada pemahaman mendalam, keterkaitan konsep, serta kemampuan berpikir kritis siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen semu (quasi experiment) dan desain nonequivalent control group design. Populasi penelitian adalah seluruh siswa kelas VII, dengan sampel yang terdiri dari dua kelas, yaitu kelas eksperimen yang menggunakan model deep learning dan kelas kontrol yang menggunakan pembelajaran konvensional. Teknik pengumpulan data dilakukan melalui tes pemahaman konsep pecahan yang telah diuji validitas dan reliabilitasnya. Analisis data dilakukan dengan uji normalitas, uji homogenitas, dan uji hipotesis menggunakan uji-t. Hasil penelitian menunjukkan bahwa terdapat pengaruh yang signifikan penggunaan model pembelajaran deep learning terhadap pemahaman konsep pecahan siswa. Hal ini ditunjukkan oleh nilai rata-rata kelas eksperimen yang lebih tinggi dibandingkan kelas kontrol serta hasil uji-t yang menunjukkan nilai signifikansi lebih kecil dari 0,05. Dengan demikian, model pembelajaran deep learning terbukti efektif dalam meningkatkan pemahaman konsep pecahan pada siswa kelas VII SMPI Al Yazier Rawajitu Utara.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk menganalisis efektivitas penerapan model Problem Based Learning (PBL) berbasis kearifan lokal dalam meningkatkan hasil belajar matematika peserta didik pada materi aljabar. Latar belakang penelitian ini didasarkan pada rendahnya pemahaman konsep dan hasil belajar matematika siswa yang masih dipengaruhi oleh pembelajaran konvensional yang berpusat pada guru. Penelitian menggunakan pendekatan kuantitatif dengan jenis eksperimen semu (quasi-experiment) dan desain Nonequivalent Control Group Design (Pretest-Posttest). Sampel penelitian terdiri dari dua kelas, yaitu kelas eksperimen yang menggunakan model PBL berbasis kearifan lokal dan kelas kontrol yang menggunakan pembelajaran konvensional. Data dikumpulkan melalui tes hasil belajar berbentuk uraian, serta dianalisis menggunakan uji validitas, reliabilitas, uji normalitas, uji homogenitas, dan uji Independent Samples t-test. Hasil penelitian menunjukkan bahwa instrumen penelitian dinyatakan valid dengan nilai r hitung > r tabel (0,433) dan reliabel dengan nilai Cronbach’s Alpha sebesar 0,872 (kategori sangat tinggi). Uji normalitas menunjukkan data berdistribusi normal, sedangkan uji homogenitas menunjukkan varians posttest homogen. Hasil uji hipotesis menunjukkan tidak terdapat perbedaan signifikan pada pretest (Sig. = 0,212 > 0,05), namun terdapat perbedaan signifikan pada posttest (Sig. = 0,000 0,05). Dengan demikian, dapat disimpulkan bahwa penerapan model PBL berbasis kearifan lokal berpengaruh signifikan terhadap peningkatan hasil belajar matematika siswa. Model ini efektif karena mendorong keterlibatan aktif siswa, meningkatkan pemahaman konsep, serta mengaitkan pembelajaran dengan konteks kehidupan nyata.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Objective: This study aims to analyze the effect of using Canva media on the mathematical argumentation skills of senior high school students. Methodology: This research employed a quantitative approach with a quasi-experimental method and a nonequivalent control group design. The sample consisted of 64 eleventh-grade students, divided into an experimental group (n=32) using Canva media and a control group (n=32) using conventional learning. The research instrument was a mathematical argumentation test based on Toulmin's pattern that had been validated. Data were analyzed using the Independent Sample t-test and Cohen's d effect size. Findings: The results showed a significant difference between the experimental and control groups (t(62) = 5.847, p = 0.000). The experimental group achieved a mean posttest score of 82.34 (SD = 7.56) compared to the control group's 71.25 (SD = 8.12). The Cohen's d effect size of 1.42 indicates a very large effect. Significance: These findings confirm that Canva, with its interactive visualization features, effectively bridges abstract mathematical concepts and supports the reorganization of students' argumentative thinking processes.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
*Abstract:* This study aims to develop a loose parts-based learning media using bottle caps to stimulate early childhood in learning English. This research uses a qualitative approach with a development research design. The results show that the loose parts-based learning media using bottle caps is effective in improving early childhood English language skills. This research is expected to be a reference for teachers and parents in developing creative and interactive learning media.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study addresses the issue of low student participation and limited speaking learning interest in English as a Foreign Language (EFL) classrooms, particularly among ninth-grade students. The research aims to investigate the implementation of Canva-based learning media in teaching speaking and to analyze its impact on students’ speaking learning interest at SMP IBS Nur Shofin. This study employed a descriptive qualitative research design, involving the principal, one English teacher, and 20 students selected through purposive sampling. Data were collected through observation, interviews, and documentation, and analyzed using data reduction, data display, and conclusion drawing techniques, supported by triangulation to ensure validity. The findings reveal that Canva-based learning media is implemented through systematic stages, including material preparation, introduction and demonstration, speaking practice, assessment and feedback, and reflection and enrichment. These stages create an interactive and student-centered learning environment. Furthermore, the study shows that Canva significantly improves students’ speaking learning interest, including attention and focus, motivation to participate, confidence in speaking, active engagement, and positive attitudes toward learning. The significance of this research lies in its contribution to the integration of digital media in language teaching, providing practical insights for teachers to enhance both cognitive and affective aspects of speaking learning through innovative and engaging strategies
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Vocabulary mastery is a crucial aspect of English language learning as it forms the foundation for understanding and using the language effectively. However, based on initial observations in the 8th-grade class at UPTD SMPN Satu Atap 3 Pesawaran, students’ vocabulary skills remain relatively low. Many students struggle to understand word meanings, recognize word forms, and use vocabulary in simple sentences, which also contributes to low participation and motivation in the classroom. This study aims to improve students’ vocabulary mastery through the implementation of Game-Based Learning using Kahoot. This study employs the Classroom Action Research method, conducted in two cycles comprising the stages of planning, action, observation, and reflection. Research data were obtained through vocabulary tests, observation sheets, and learning documentation. The results showed an improvement in students’ vocabulary skills following the implementation of Kahoot, evidenced by an increase in the average student score from 63.2 in the initial phase to 68.7 in Cycle I and further to 76.2 in Cycle II, as well as an increase in the number of students meeting the learning mastery criteria. In addition, the use of Kahoot encourages students to be more active, motivated, and enthusiastic about the learning process. Thus, the implementation of game-based learning through Kahoot can serve as an effective teaching strategy to improve students’ vocabulary mastery in English language learning.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Rendahnya pemahaman siswa kelas II SD Negeri 1 Banarjoyo terhadap materi pengukuran waktu, yang disebabkan oleh penggunaan metode pembelajaran yang masih konvensional dan kurangnya media pembelajaran yang menarik serta konkret. Penelitian ini bertujuan untuk mengembangkan media jam manipulatif berbasis fun learning serta mengetahui efektivitasnya dalam meningkatkan pemahaman siswa. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas II SD Negeri 1 Banarjoyo dengan tekhnik pengumpulan data observasi, wawancara, angeket, tes hasil belajar. Hasil penelitian menunjukkan bahwa media yang dikembangkan memenuhi kriteria sangat valid dengan skor 3,80, sangat efektifan dengan skor respon siswa sebesar 3,72, serta efektif, ditunjukkan oleh rata-rata hasil belajar siswa sebesar 84,01 yang berada pada kategori tinggi, dengan tingkat ketuntasan mencapai 80%. Hasil tes juga menunjukkan nilai rata-rata siswa meningkat dari 65,20 (pretest) menjadi 84,01 (posttest), yang menandakan adanya peningkatan pemahaman siswa melalui pembelajaran yang konkret, interaktif, dan menyenangkan. Dengan demikian, media jam manipulatif berbasis fun learning layak digunakan sebagai alternatif inovatif dalam pembelajaran matematika, khususnya pada materi pengukuran waktu di sekolah dasar.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk menganalisis efektivitas media pembelajaran platform e-learning dalam meningkatkan pemahaman akidah siswa pada mata pelajaran Pendidikan Agama Islam (PAI) di kelas XII SMKN 1 Raman Utara. Pembelajaran akidah selama ini masih didominasi metode konvensional yang berpusat pada guru, sehingga kurang mampu mengakomodasi kebutuhan siswa di era digital. Penelitian menggunakan pendekatan kuantitatif deskriptif korelasional dengan teknik sampling jenuh, melibatkan 119 siswa kelas XII sebagai responden. Pengumpulan data dilakukan melalui angket skala Likert yang telah diuji validitas dan reliabilitasnya. Hasil uji validitas menunjukkan seluruh 20 butir pernyataan dinyatakan valid dengan nilai r-hitung > r-tabel (0,176), dan uji reliabilitas memperoleh nilai Cronbach's Alpha sebesar 0,845 untuk variabel X dan 0,823 untuk variabel Y, menunjukkan tingkat reliabilitas tinggi. Analisis regresi sederhana menunjukkan nilai signifikansi 0,000 0,05 dengan koefisien determinasi (R²) sebesar 0,485, yang berarti media pembelajaran platform e-learning memberikan pengaruh sebesar 48,5% terhadap peningkatan pemahaman akidah siswa. Temuan ini mengindikasikan bahwa penggunaan platform e-learning efektif dalam meningkatkan pemahaman akidah siswa, dengan kontribusi yang signifikan terhadap aspek kognitif, afektif, dan perilaku keagamaan peserta didik. Penelitian ini merekomendasikan optimalisasi pemanfaatan platform e-learning dalam pembelajaran PAI secara lebih terstruktur dan berkelanjutan.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
The development of digital technology has significantly influenced the way English is taught and learned, particularly in pronunciation practice. One of the applications that can assist students in improving their pronunciation is ELSA Speak, which provides automatic feedback on spoken English. This study aimed to examine the implementation of ELSA Speak in English pronunciation learning and to explore students’ responses to its use in the classroom. This study used a qualitative case study design conducted at SMP Negeri 4 Batanghari Nuban. The participants consisted of one English teacher and 31 eighth-grade students, with five students selected for in-depth interviews. The data were obtained through interviews and analyzed using descriptive qualitative analysis. The results showed that the application supported students in practicing pronunciation more regularly and helped them recognize and correct their pronunciation errors through instant feedback. In addition, students responded positively because the application made the learning process more interactive and engaging. However, several obstacles were also identified, such as unstable internet connections and students’ difficulties in pronouncing certain English sounds. The findings also indicate that the teacher plays an important role in guiding students in using the application effectively during the learning process. The teacher’s guidance helps students understand how to use the feedback provided by the application to improve their pronunciation. Therefore, the integration of technology-based applications such as ELSA Speak can be considered as an alternative tool to support pronunciation learning in English classrooms. This study also suggests that the use of digital pronunciation applications can enhance students’ engagement and provide additional opportunities for independent pronunciation practice.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini dilatarbelakangi oleh keterbatasan inovasi media dalam pembelajaran Aswaja yang masih didominasi metode konvensional sehingga berdampak pada rendahnya keterlibatan dan pemahaman siswa terhadap materi yang bersifat abstrak. Penelitian ini bertujuan untuk menganalisis implementasi media pembelajaran video animasi berbasis Canva dalam pembelajaran Aswaja kelas VII di SMP Plus Darul A’mal Kota Metro, serta mengidentifikasi faktor pendukung dan penghambatnya. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi. Analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan dengan uji keabsahan triangulasi. Hasil penelitian menunjukkan bahwa integrasi video animasi berbasis Canva pada tahap perencanaan, pelaksanaan, dan evaluasi pembelajaran mampu meningkatkan motivasi, partisipasi aktif, serta pemahaman konseptual siswa secara lebih kontekstual. Kebaruan penelitian ini terletak pada penguatan integrasi media digital kreatif dalam pembelajaran Pendidikan Agama Islam sebagai strategi pedagogis yang adaptif terhadap karakteristik generasi digital. Penelitian ini menyimpulkan bahwa pemanfaatan media video animasi berbasis Canva efektif dalam mendukung pembelajaran aswaja yang lebih interaktif dan bermakna. Implikasinya menegaskan pentingnya peningkatan literasi digital dan kompetensi pedagogik guru dalam pengembangan media inovatif.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aims to examine the implementation of Fiqh learning strategies and their effect on students’ learning outcomes at MA Wali Songo. The research employed a descriptive qualitative approach with a field research design. The subjects of the study included Fiqh teachers, students, and relevant school staff, while data were collected through observation, interviews, and documentation, then analyzed. The results show that teachers applied various learning strategies, including interactive lectures, question-and-answer sessions, group discussions, and the use of learning media such as whiteboards, textbooks, and printed materials. These strategies were proven to enhance students’ understanding, motivation, engagement, and learning outcomes, as evidenced by the increase in the average student score from 68 to 82. The study confirms that the implementation of appropriate, varied, and contextual learning strategies positively affects students’ Fiqh learning achievement. It is recommended that teachers continue to use diverse strategies, schools support the provision of learning media, and students actively participate to achieve optimal learning outcomes.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study examines the effect of the interactive learning media Educaplay on students’ interest in learning mathematics at the fourth-grade level of MI Ma’arif NU 5 Sekampung. The study is grounded in the issue of low student interest caused by monotonous and less interactive teaching methods. The objective of this research is to determine whether the use of Educaplay significantly influences students’ learning interest. This research employs a quantitative approach with a quasi-experimental design involving 21 students selected through total sampling.The research design used is Non-Equivalent Control Group Design. Data were collected using questionnaires, observations, and documentation, while data analysis was conducted using validity, reliability, normality, and paired sample t-test. The findings reveal that the use of Educaplay has a significant effect on students’ learning interest, as indicated by a significance value of 0.001 (0.05). The results also show improvements in students’ attention, participation, enthusiasm, and overall engagement in learning mathematics. The novelty of this study lies in the application of interactive digital media specifically in the context of Madrasah Ibtidaiyah, focusing on learning interest rather than cognitive outcomes. This study implies that integrating interactive media into mathematics learning can enhance student engagement and create a more meaningful learning experience.