Gilang Maulana Jamaludin
Pendidikan Agama Islam, Universitas Majalengka

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ANALISIS KEBUTUHAN: MEDIA INTERAKTIF LIVE BOOK DALAM PEMBELAJARAN PAI UNTUK MENINGKATKAN PEMAHAMAN SISWA Hanifah Salma; Gilang Maulana Jamaludin
As-Sulthan Journal of Education Vol. 3 No. 1 (2026): Januari
Publisher : As-Sulthan Journal of Education

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Abstract

The development of digital technology requires PAI learning in elementary schools to adapt to the current generation who tend to like interactive and audiovisual learning media. However, field facts state that PAI learning is still dominated by lecture methods and conventional media so that it is less able to increase students' interest and understanding. This research is present to analyze the need for the development of live book interactive media in PAI learning. The research method uses Research & Development (R&D) with the ADDIE model which is limited to the analysis stage. The research subjects consisted of teachers and students in grade VI of SDN Liangjulang VI, with collection techniques through questionnaires and interviews. The results of the study show that PAI learning is still dominated by conventional media, while the need for audiovisual-based interactive media is relatively high. Live book media is considered to be able to increase student motivation and understanding. Therefore, the development of live books is needed as a PAI learning innovation.
Implementasi Game-Based Learning Berbasis Memory Game dalam Meningkatkan Daya Ingat Peserta Didik pada Pelajaran Pendidikan Agama Islam Naufal Fadhli Ramadhan; Gilang Maulana Jamaludin; Herdianto Wahyu Pratomo
Reslaj: Religion Education Social Laa Roiba Journal Vol. 8 No. 8 (2026): RESLAJ: Religion Education Social Laa Roiba Journal
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v8i8.12423

Abstract

The low memory retention of students toward Islamic Religious Education (IRE) material is a problem that needs to be addressed through innovative learning media. This study aims to improve the retention of fourth-grade students at SDN Liangjulang VI through the implementation of game-based learning using a memory game. The study employed the Classroom Action Research (CAR) method based on the Kemmis and McTaggart model, conducted in two cycles, with 19 students as research subjects. Data collection instruments included pre- and post-tests consisting of 15 multiple-choice questions, observations, and documentation. Data were analyzed using descriptive quantitative methods based on memory retention percentages and classical mastery rates. The results showed a consistent improvement in memory retention from 51.22% in the pre-cycle (classified as “Low”), increasing to 57.89% in Cycle I, and reaching 77.18% in Cycle II (classified as “High”). Classical mastery increased from 26.3% to 89.5%, exceeding the success criterion of ≥85%. The memorize-recall-examine mechanism in the memory game was proven to stimulate the transfer of information from short-term memory to long-term memory through structured active repetition.