Fadhilah A Natsir, Andi
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PENERAPAN MEDIA PEMBELAJARAN BERBASIS GAME KAHOOT UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN AGAMA ISLAM KELAS VIII SMP NEGERI 20 MAKASSAR Fajar, Muhammad; Nurlaelah; Mustamin; Abdul Karim, Bisyri; Fadhilah A Natsir, Andi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64527

Abstract

This study aimed to describe the implementation of Kahoot game-based learning media and examine its role in improving students' learning outcomes in Islamic Religious Education for Grade VIII students at SMP Negeri 20 Makassar. The study was motivated by the low learning outcomes of students, whose classroom instruction had not yet utilized technology-based media and still relied on lecture methods with a whiteboard and printed textbooks, resulting in low student engagement and boredom during lessons. This research employed Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of two meetings. The subjects of this study were 30 Grade VIII students at SMP Negeri 20 Makassar. Data were collected through observation, interviews, tests, and documentation, and analyzed using percentage and mean-score calculation techniques for both student activity sheets and learning mastery. The findings indicated that the implementation of Kahoot contributed positively to the learning process and progressively improved students' learning outcomes, with the mean score rising from 66.2 (fair, 33.33% mastery) in the pre-cycle stage to 77.4 (good, 66.66% mastery) in Cycle I, and reaching 88.5 (excellent, 83.33% mastery) in Cycle II. Therefore, Kahoot-based game media can be considered an effective alternative for improving learning outcomes in Islamic Religious Education
PENERAPAN MODEL PEMBELAJARAN FUN LEARNING TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN AQIDAH AKHLAK KELAS X MAN 1 KOTA MAKASSAR Abdullah, Isra; Thahir, Ilyas; Sampurno, Bambang; Rosmiati; Fadhilah A Natsir, Andi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64982

Abstract

Classroom instruction in Islamic education often struggles to keep students engaged, and Aqidah Akhlak at MAN 1 Kota Makassar was no exception: prior to intervention, teaching relied heavily on lecturing, leaving students passive and, based on the pre-cycle data, achieving a mean score of only 69 with just 36.7% reaching mastery. This study set out to describe how a fun learning model could be applied in that classroom and whether doing so would lift students' outcomes. A classroom action research design was used across a pre-cycle stage and two subsequent cycles, involving 30 Grade X students together with their Aqidah Akhlak teacher as the research subjects. Data were gathered through classroom observation, learning outcome tests, and documentation, then analyzed descriptively using mean scores and mastery percentages benchmarked against the school's minimum criterion. Applying fun learning—through interactive discussion, educational games, and collaborative activities—produced a steady rise in both engagement and achievement: the mean score climbed to 75 (56.7% mastery) after Cycle I and reached 86.83 (100% mastery) by the end of Cycle II. These results indicate that a fun learning approach is a viable way to make Aqidah Akhlak instruction more engaging while substantially improving learning outcomes