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Implementasi Media Pembelajaran Aplikasi 25 Kisah Nabi dan Rasul untuk Peningkatan Hasil Belajar Akidah Munir, Wahyuni; Munir, Humaerah; Munir, Nilam Permatasari; Munir, Fairus Suryani
IQRO: Journal of Islamic Education Vol. 5 No. 1 (2022): JULI 2022
Publisher : Prodi Pendidikan Agama Islam FTIK IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/iqro.v5i1.2867

Abstract

Learning media is an important role in the learning process, especially during the learning period from home. Teachers try to maximize learning by utilizing various learning resources such as applications on the Playstore, namely 25 stories of prophets and apostles. The purpose of this research was to determine the increase in learning outcomes of moral aqidah through the application of  25 Stories of the Prophets and Apostles. This research was a class action research in odd semester 2020/2021 for class X MA DDI Taqwa Parepare as many as 17 students. The research instrument was a test of moral aqidah learning outcomes, observation sheets, and student responses. Analysis of the data used is descriptive average statistic. The result of this research is  that students' activities when using learning media in the first cycle are in the active category and the second cycle is in the very active category. The learning outcomes of students' moral aqidah in the first cycle of 61.75 are in the good category, and the learning outcomes in the second cycle of 83.25 are in the very good category. Students responded positively to the learning media for the stories of 25 Prophets and Apostles.
Pengembangan Media Pembelajaran Boneka Tangan Interaktif untuk Meningkatkan Hasil Belajar Operasi Hitung Sederhana pada Siswa Kelas II SD Negeri 54 Salupikung, Kota Palopo Said, Suci Ramadani; Baderiah; Munir, Nilam Permatasari
Indo-MathEdu Intellectuals Journal Vol. 7 No. 2 (2026): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i2.5291

Abstract

This study aims to develop and test the feasibility of an interactive hand puppet learning aid for teaching simple arithmetic operations to Year 2 primary school pupils. The study employed the Research and Development (R&D) method using the ADDIE development model, which comprises the analysis, design, development, implementation, and evaluation stages. The research subjects were 24 Year 2 pupils at SD Negeri 54 Salupikung, whilst the research object was the interactive hand puppet learning medium. Data collection techniques included interviews, questionnaires, and tests, with data analysis conducted both qualitatively and quantitatively. The product developed was an interactive hand puppet resembling the cartoon characters Nussa and Rara, equipped with symbols for simple arithmetic operations. The validity test results indicated that the media fell into the ‘highly valid’ category, with a score of 84.9% from media experts and 94.4% from subject matter experts. The practicality test conducted by the pupils yielded a score of 90.2%, falling into the ‘highly practical’ category. Furthermore, the results of the effectiveness test using an N-Gain of 0.81 indicate that the interactive hand puppet learning medium is effective in improving pupils’ learning outcomes in simple arithmetic operations. Consequently, the learning medium developed is deemed valid, practical, and effective for use in mathematics lessons in Year 2 of primary school.
ARUNG: A Cultural Heritage-Based Application for Android Augmented Reality in Learning Geometry Munir, Nilam Permatasari; Anas, Aswar; Musa, Lisa Aditya Dwiwansyah; Ndemo, Zakaria
Journal of Innovation in Educational and Cultural Research Vol 7, No 2 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i2.2522

Abstract

Although Augmented Reality (AR) has been extensively discussed and reported in mathematics education, there is limited research on its integration with local culture. This study introduces ARUNG, an Android-based application that integrates cultural heritage into geometry education. The innovation focuses on three main aspects: the integration of local cultural heritage into ARUNG, the design of the ARUNG system for geometry learning, and the analysis of the effectiveness on geometry concept comprehension. A research and development (RD) study was conducted, involving three stages: input, output, and feedback. ARUNG was applied to 25 junior high schools in the eighth grade. Data on the conceptual understanding test results were analyzed to test the research hypothesis using a paired t-test. Cultural heritage markers integrated into ARUNG included Walasuji (cube), the walls of the Jami Tua Mosque in Palopo (rectangular prism), the Soko Guru pole (twelve-sided prism), the royal tomb of Lokko’e (square prism), and the PNIEL church (octagonal pyramid). The findings revealed that students' average comprehension of geometry concepts improved after using ARUNG compared to before. This research contributes to the field by introducing an innovative AR learning medium that incorporates cultural heritage, thereby promoting cultural awareness.