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Peningkatan Kosakata Bahasa Arab dengan Menggunakan Game Educandy Siswa Kelas VII Rusli, Sulfiani; Pamessangi, Andi Arif; Kartini; Anastasyah
Pedagogical Education and Review of Linguistics Volume 1 Issue 2, May 2025
Publisher : South Sulawesi Education Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/pearl.v1i2.304

Abstract

This study aims to improve Arabic vocabulary among seventh-grade students at Madrasah Tsanawiyah Assalam Salu Induk through the use of Educandy-based educational games. The issue faced is the low mastery of Arabic vocabulary among students, which affects their ability to understand Arabic learning materials as a whole. The Educandy game was chosen because it can create a fun, interactive learning environment that motivates students to be more active in learning. This study uses an experimental method with a pre-test design to measure the improvement in vocabulary mastery before and after using the game. The subjects of the study consisted of 15 seventh-grade students. The results of the study showed a significant improvement in Arabic vocabulary mastery, as measured by the comparison of pre-test and post-test scores. Based on these findings, it can be concluded that the use of the Educandy game can effectively improve students' Arabic vocabulary. This study is expected to contribute to the development of more engaging and effective Arabic learning methods at Madrasah Tsanawiyah Assalam salu induk luwu.
Developing Animated Videos as Islamic Religious Education Learning Media Hasriadi, Hasriadi; Yamin, Muh.; Fakhrunnisa, Nur; Mutmainna, Mutmainna; Pamessangi, Andi Arif
Mimbar Sekolah Dasar Vol 12, No 3 (2025)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53400/mimbar-sd.v12i3.89238

Abstract

This study aims to develop Islamic Education learning media using animated videos for elementary school students. The objectives are to: (1) identify the development stages of an animated video themed on sincerity for fifth-grade students; (2) evaluate its validity; and (3) assess its practicality in classroom use. The research employed a Research and Development (RD) approach using the ADDIE model. The study involved Islamic Education teachers and fifth-grade students. Data were collected through observations, interviews, and questionnaires for expert validators, teachers, and students, as well as documentation. The results indicate that the animated video was developed in accordance with the ADDIE stages. The analysis revealed limited use of instructional media. In the design and development phases, materials were prepared, and the video was produced. It was then validated by experts and tested by users. The media was rated highly valid with a score of 89.15%, and its practicality was rated at 94.5% based on feedback from teachers and students. These findings suggest that the media has strong potential as a practical learning tool. It is recommended that teachers receive training in instructional media development and that animated videos be effectively integrated into the curriculum. Future studies should investigate broader applications and the long-term effects on student learning outcomes.
Penerapan Game-Based Learning Berbantuan Flashcard Memory Game untuk Meningkatkan Hasil Belajar Pendidikan Agama Islam dan Budi Pekerti Siswa Kelas VI SDN No. 277 Sambirejo Kabupaten Luwu Sari, Sela Nurmaya; Pamessangi, Andi Arif; Amin, Muhammad Agil
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7259

Abstract

This study aims to improve the learning outcomes of Grade VI students in the subject of Islamic Religious Education and Character Building through the implementation of a Game-Based Learning model supported by Flashcard Memory Game media, specifically regarding the topic of qada and qadar (divine decree and predestination) at SDN No. 277 Sambirejo, Luwu Regency. The study employed the Classroom Action Research (CAR) method based on the Kemmis and McTaggart model, conducted over two cycles; each cycle comprised the stages of planning, action implementation, observation, and reflection. The results indicate an improvement in learning outcomes following the implementation of the intervention. During the pre-cycle stage, the student mastery rate was 40% with an average score of 66. Following the intervention, mastery increased to 72% with an average score of 80 in Cycle I, and reached 96% with an average score of 92 in Cycle II. This improvement demonstrates that the application of the Game-Based Learning model supported by Flashcard Memory Game media can enhance student learning outcomes regarding the topic of qada and qadar within the context of this study. Thus, the implemented model and media offer an alternative instructional approach that is more interactive and enjoyable, thereby supporting the improvement of student learning outcomes.