Ahmad Arifuddin
UIN Siber Syekh Nurjati Cirebon, Indonesia

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English English Andre Septiana Nugraha Arieyona; Ahmad Arifuddin; Wulan Andini
Al-Aulad: Journal of Islamic Primary Education Vol. 9 No. 2 (2026): Al-Aulad: Journal of Islamic Primary Education
Publisher : Jurusan Pendidikan Guru Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/al-aulad.v9i2.56215

Abstract

This study aimed to develop Kidz Land, a game-based mathematics learning media for second-grade elementary school students, and to examine its validity, effectiveness, and practicality in supporting mathematical problem-solving skills. This research employed a Research and Development (R&D) design using the ADDIE model, consisting of five stages: analysis, design, development, implementation, and evaluation. The participants were 20 second-grade elementary school students. Data were collected through material and media expert validation sheets, pretest and posttest instruments, observation sheets, and teacher and student response questionnaires. The results showed that Kidz Land achieved validity scores of 75% from the material expert and 77.5% from the media expert, indicating that the developed media was suitable for use with minor revisions. The effectiveness analysis revealed a significant improvement in students’ mathematical problem-solving scores, with the mean score increasing from 49.65 on the pretest to 86.60 on the posttest (t(19) = −16.316, p < .001). The normalized gain was 0.73, categorized as high. Practicality results indicated that students could operate the game easily and demonstrated high engagement during learning activities, while teachers reported that the media facilitated instruction. Therefore, Kidz Land is a valid, effective, and practical game-based learning medium for supporting elementary students’ mathematical problem-solving skills. Further research should involve larger samples and comparison groups.
Development of Interactive Animation Videos for Civics Learning to Improve the Critical Thinking Abilities of Elementary School Students Atiya Ningsih; Tamsik Udin; Ahmad Arifuddin; Maulana Arafat Lubis
Al-Adzka: Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah Vol. 14 No. 2 (2024): Al-Adzka: Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah
Publisher : Departemen Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/aladzkapgmi.v14i2.13770

Abstract

This study changed the low critical thinking skills of students caused by students not being accustomed to being trained with indicators in students' critical thinking. To overcome this problem, researchers developed interactive animated video media in Civics learning to improve students' critical thinking skills. This study aims to develop valid and practical interactive animated video media to improve critical thinking skills of grade IV elementary school students. This research uses the Research and Development (R&D) method with the ADDIE model. The data collection techniques used in this study were validation sheets, and practicality questionnaires. The subjects of this study were 23 fourth grade students of Pelandakan 2 State Elementary School in Cirebon City. The results showed a media expert score of 97.22% with the category "very valid", linguists 97.08% with the category "very valid" and material experts 91.39% with the category "very valid". For the practicality of interactive animated video media, the student's practicality score of 90% is categorized as very practical. The trial use of interactive animated videos in Civics learning resulted in a significant increase in critical thinking of grade IV students by obtaining an average N-Gain score of 0.77 with a high classification, so interactive animated video media for Civics learning is effectively used to improve the critical thinking skills of grade IV students in learning.