Azka Dzakkiyah
Universitas Negeri Malang

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Implementasi Permainan Edukatif BRAINS untuk Optimalisasi Pemahaman Konsep Abstrak Akidah Akhlak Melly Amalia Vardia; Nur Amin Barokah Asfari; Resi Shaumia Ratu Eka Permata; Yaumul Rahmi; Belva Nindya; Auril Amalia; Aurellia Devina; Azka Dzakkiyah; Azza Musta’anatul
Jurnal Pengabdian Masyarakat: Tipis Wiring Vol 5 No 2 (2026): Tepis Wiring: Jurnal Pengabdian Masyarakat
Publisher : Fakultas Ekonomi dan Bisnis Unversitas Islam Raden Rahmat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/tepiswiring.v5i2.11134

Abstract

Third-grade students at MI Al Khoiriyah faced difficulties understanding abstract concepts in Akidah Akhlak, had short attention spans, and some had limited reading and writing skills, which lowered classroom engagement. This community service activity aimed to design and implement BRAINS (Board Games, Riddles, Association, Intelligence, Network, and Skills), an integrated educational game method combining board games, riddles, visual-spatial association, and collaborative puzzle-based learning. The program involved 30 third-grade students and followed five stages: situation analysis, development, human resource preparation, implementation with a pretest-posttest design, and evaluation. Data were analyzed using the Wilcoxon Signed Ranks Test after normality testing and outlier handling. Results show a significant increase in students' comprehension scores, from a mean of 81.83 at pretest to 94.67 at posttest (Z = -4.200, p < 0.001), with most students showing improvement. The findings indicate that the BRAINS method effectively supports abstract concept understanding among lower-grade madrasah students, although its effectiveness is not fully uniform across all students, suggesting a need for more individualized approaches for students who did not show improvement