Adelia Lestarina
Universitas Islam Negeri Raden Intan Lampung

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QR-Code Assisted PAI E-Module Design: A Development Study to Improve Learning Outcomes Nova Rahmadayanti; Adelia Lestarina; Nachua Qinanthi; Dea Asmara; Azra Tajhizi
Cultura Islamica: Journal of Islamic Studies, Management, and Culture Vol. 2 No. 1 (2026): June 2026 | Islamic Studies, Management, and Culture
Publisher : WISE Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70211/culturaislamica.v2i1.358

Abstract

This study focuses on the development of a QR Code-based electronic teaching module for Islamic Religious Education (PAI) aimed at improving the learning outcomes of grade VII students at SMP Negeri 16 Bandar Lampung. In line with the importance of utilizing digital learning tools within the context of the Merdeka Curriculum, this research addresses the challenges of traditional Islamic education by integrating multimedia elements and interactivity through the use of QR Codes. The QR Code in the e-module connects students to additional digital content such as videos, interactive exercises, and enrichment readings, facilitating a more engaging and flexible learning experience. This study uses a Research and Development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The results from the development phase show very high feasibility, with expert validation scores of 97% for content, 95% for language, and 74% for media design, all categorized as highly feasible for educational use. Additionally, the implementation phase showed positive student engagement, with a significant improvement in learning outcomes, as evidenced by an N-Gain score of 0.69 and Paired Samples T-Test results showing significant improvement (p<0.001). This study contributes to the development of digital learning tools by highlighting the potential of QR Code-based modules to support independent learning and enhance understanding of Islamic teachings. The study also emphasizes the importance of context-appropriate design in the integration of digital tools in Islamic education.
THE MEMORY-GAME–ENHANCED GAME-BASED LEARNING MODEL: HOW EFFECTIVE IS IT IN STRENGTHENING STUDENTS’ LEARNING INTEREST, SPECIFICALLY THEIR ATTENTION? Adelia Lestarina; M. Indra Saputra; Syaiful Anwar; Baharudin Baharudin
Ilmuna: Jurnal Studi Pendidikan Agama Islam Vol. 7 No. 2 (2025): SEPTEMBER
Publisher : Program Studi Pendidikan Agama Islam STIT al Urwatul Wutsqo Bulurejo Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54437/ilmuna.v7i2.2745

Abstract

This study is driven by the low level of student learning interest in the Islamic Cultural History (Sejarah Kebudayaan Islam/SKI) subject at Pondok Pesantren Darul Huffaz Pesawaran, particularly in the attention indicator, which appears weak under conventional instructional practices. Monotonous learning activities often cause students to become easily bored, lose focus, and engage minimally in classroom tasks. Such conditions underscore the urgency of implementing innovative instructional approaches capable of creating an engaging and interactive learning environment that consistently stimulates students’ attention. Accordingly, this study aims to determine the effectiveness of a Game-Based Learning model using a memory game in enhancing students’ learning interest, particularly in the aspect of attention.The research employed a quantitative approach with a quasi-experimental method and a nonequivalent control group design. Two classes were designated as research samples: an experimental class receiving treatment through the memory game and a control class taught using conventional methods. Data on learning interest were collected through a validated and reliable questionnaire, and subsequently analyzed using normality tests, homogeneity tests, and an independent samples t-test.The findings show that the data were normally distributed and homogeneous. The t-test generated a significance value of 0.031 (< 0.05), indicating a significant difference between the two groups. These results demonstrate that the Game-Based Learning model utilizing a memory game effectively enhances students’ learning interest in terms of attention, reflected in improved focus, active engagement, and concentration during SKI learning activities. In conclusion, the memory game–based Game-Based Learning model constitutes an effective and innovative instructional strategy for fostering students’ learning interest and is suitable for implementation in SKI learning within the pesantren context.