Agustin, Lisna
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Pengembangan E-Comic “Bimanah” (Belajar Ingat Kisah Muhammad Membangun Kota Madinah) sebagai Media Pembelajaran untuk Kelas 4 SD Agustin, Lisna; Nabila, Tsania Qisma; Rahmatunisa, Anggun Mutiara; Aeni, Ani Nur
Al-Fikri: Jurnal Studi dan Penelitian Pendidikan Islam Vol 8, No 2 (2025): Transformasi Pembelajaran PAI di Era Digital
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/jspi.8.2.1-15

Abstract

Abstract This study aims to develop and analyze the effectiveness of the voice-enabled e-comic "BIMANAH" as a learning medium for elementary school students in studying the history of Prophet Muhammad SAW in building the city of Madinah. This media is designed to enhance student engagement and understanding through attractive illustrations and supporting audio narration. The research method used is development and development (D&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). During the implementation phase, the e-comic was tested on 4th-grade elementary students and evaluated by teachers and media experts based on their comprehension and responses to the media used.The results indicate that this voice-enabled e-comic significantly improves students' understanding of Islamic history compared to conventional methods. Students demonstrated high enthusiasm in using this media as it is more engaging and easily accessible. Teachers also responded positively, as this media aids in delivering lessons more effectively and reduces student boredom. Therefore, the use of technology in Islamic education can be an effective and enjoyable alternative, especially in teaching Islamic history to elementary school students.
Meningkatkan Pemahaman Siswa Menggunakan Model Game Based Learning pada Pembelajaran IPAS Materi Kedatangan Bangsa-Bangsa Asing ke Indonesia di Kelas VI SD Agustin, Lisna; Pratiwi, Aulia Dila; Nurlela, Dian; Mu’adah, Nurroh Muna; Fatimah, Via Siti; Nugraha, Rana Gustian
ALSYS Vol 6 No 1 (2026): JANUARI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v6i1.8356

Abstract

Learning in the IPAS (Integrated Science and Social Studies) subject on historical topics in elementary schools is often perceived as monotonous by students, resulting in low learning focus, limited classroom participation, and learning outcomes that do not yet meet the Kriteria Ketercapaian Tujuan Pembelajaran (KKTP, Learning Objectives Achievement Criteria). This situation requires teachers to implement learning models that are more innovative, interactive, and aligned with students’ characteristics and learning needs. This study aimed to improve students’ conceptual understanding and learning outcomes through the application of a Game-Based Learning model in the topic “The Arrival of Foreign Nations in Indonesia.” The research employed a Classroom Action Research method implemented over two instructional cycles with 22 sixth-grade students at SDN Nyalindung 1 as the research subjects. Data collection techniques included cognitive tests to measure learning outcomes and observation sheets to assess students’ activity, participation, and engagement during the learning process. The results showed a positive improvement, indicated by an increase in the average student score from 75.00 in Cycle I to 85.00 in Cycle II. In addition to cognitive gains, the implementation of Game-Based Learning also significantly enhanced students’ activeness, enthusiasm, and motivation to learn. Thus, the Game-Based Learning model is effective in improving students’ understanding and learning outcomes in IPAS history learning, although further optimization of classroom management strategies and variation in game activities is still needed to ensure that classical mastery learning is achieved in a maximal and sustainable manner.