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Pengelolaan Konflik, Pembiayaan, Kurikulum Sebagai Upaya Meningkatkan Manajemen Madrasah Muhammad Raafi; Sri Anita; Suzan Kurniawan; Dedy Saputra Waruwu
IHSAN : Jurnal Pendidikan Islam Vol. 4 No. 1 (2026): 2026
Publisher : Yayasan pendidikan dzurriyatul Quran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61104/ihsan.v4i1.4028

Abstract

Madrasah sebagai institusi pendidikan Islam dihadapkan pada dinamika internal dan eksternal yang menuntut penguatan manajemen secara menyeluruh, terutama dalam aspek pengelolaan konflik, pembiayaan, dan kurikulum yang sering menjadi titik krusial mutu kelembagaan. Penelitian ini bertujuan menganalisis bagaimana sinergi pengelolaan konflik, manajemen pembiayaan, dan manajemen kurikulum dapat menjadi strategi peningkatan manajemen madrasah. Metode yang digunakan adalah studi kepustakaan dengan menelaah berbagai literatur ilmiah, buku, dan jurnal yang relevan dengan tema pengelolaan konflik, pembiayaan pendidikan, dan kurikulum madrasah. Hasil kajian menunjukkan bahwa pengelolaan konflik yang efektif menciptakan lingkungan kerja yang harmonis, manajemen pembiayaan yang transparan dan akuntabel menjamin keberlangsungan program pendidikan, serta kurikulum yang terencana dan adaptif memastikan tercapainya kompetensi peserta didik secara seimbang antara ilmu agama dan umum. Implikasi penelitian ini menegaskan bahwa integrasi ketiga aspek tersebut menjadi fondasi strategis dalam membangun madrasah yang bermutu, berdaya saing, dan berkelanjutan
Penggunaan Metode Membaca Terbimbing untuk Meningkatkan Pemahaman Bacaan Siswa Kelas III di UPTD SDN 010109 Piasa Ulu Anita, Sri; Syamsuyurnita, Syamsuyurnita
Jurnal Pendidikan Tambusai Vol. 10 No. 2 (2026): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v10i2.38317

Abstract

Penelitian ini bertujuan untuk meningkatkan pemahaman bacaan siswa kelas III UPTD SDN 010109 Piasa Ulu melalui penggunaan metode membaca terbimbing. Latar belakang penelitian ini adalah rendahnya kemampuan pemahaman bacaan siswa yang ditunjukkan dengan kesulitan dalam menjawab pertanyaan terkait isi bacaan dan mengidentifikasi ide pokok paragraf. Metode penelitian yang digunakan adalah penelitian tindakan kelas (PTK) dengan model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus. Subjek penelitian adalah 26 siswa kelas III. Teknik pengumpulan data menggunakan tes pemahaman bacaan, observasi, dan dokumentasi. Hasil penelitian menunjukkan peningkatan signifikan dalam pemahaman bacaan siswa. Pada siklus I, rata-rata nilai siswa mencapai 71,8 dengan ketuntasan klasikal 61,5%. Pada siklus II, terjadi peningkatan menjadi 83,5 dengan ketuntasan klasikal 88,5%. Metode membaca terbimbing terbukti efektif meningkatkan kemampuan siswa dalam memahami isi bacaan, mengidentifikasi ide pokok, dan menjawab pertanyaan pemahaman. Simpulan penelitian ini adalah metode membaca terbimbing dapat meningkatkan pemahaman bacaan siswa kelas III sekolah dasar.
DAMPAK PENGGUNAAN APLIKASI GAME TERHADAP PERILAKU MORAL DALAM BERMASYARAKAT PADA ANAK USIA DINI: LITERATURE REVIEW Salis Wahyu Hidayati; Sibawaihi; Vava Imam Agus Faisal; Umi Latifah; Pamungkas Stiya Mulyani; Anita, Sri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50044

Abstract

Technology influences the social lives of both young children and adults. According to research, games and video games can provide engaging life experiences and keep children occupied without burdening parents with childcare. Games and video games are now widely available in schools and homes around the world. In this literature review, the research focuses on determining whether games and video games have a social-moral impact on the development of young children during their “golden age.” Research sources were synthesized from articles published in high-quality international databases such as IEEE Xplore, Springer, ScienceDirect, Scopus, and ResearchGate, as well as the nationally indexed SINTA database. The objectives of this study are to identify the purposes of interactive games and videos in the physical and social-moral development of young children; to identify the features of games and videos that impact the physical and social-moral development of young children; and to identify the technologies commonly used to engage young children in their daily lives. It was found that games or video games influence young children’s interest in learning within the school environment because, when aligned with the school curriculum, they have a very positive impact on moral development, fostering empathy and collaboration with other children. However, on the other hand, the lack of restrictions on the use of games and video games outside the school environment has a negative impact on children’s emotional and mental development. Furthermore, children who become addicted to games without time limits, supervision, or defined goals may develop antisocial behavior.
DAMPAK PENGGUNAAN SERIOUS GAME DAN GAME EDUKATIF PADA PEMBELAJARAN PEDAGOGI ANAK SEKOLAH DASAR: LITERATURE REVIEW Wahyu Agung Prasetyo; Namora; Joni Karnando; Silvia Netri Azhari; Anita, Sri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52950

Abstract

Serious game and educational game technology is currently widely available in app stores, and is often used for classroom learning for research or production purposes. This study will focus on the impact of using serious games and educational games for pedagogical learning and the health aspects that follow. The creativity that has been created can answer the challenges of children's diverse intelligence. Games can certainly be used to facilitate children's diverse intelligence and provide tasks by utilizing adequate visuals, audio, and illustrations. Several studies related to pedagogical learning from teachers still have gaps in guiding and giving assignments to children, this creates a gap where educational games can be used as learning media aimed at pedagogy. This study uses a literature review method to obtain an overview of the benefits and risks that follow the use of gadgets in games. Article data sources come from SINTA, IEEE Xplore, Springer Link, Sciencedirect, ACM, digital libraries, and Scopus.
THE EFFECT OF CANVA AS A LEARNING MEDIUM ON STUDENTS’ LEARNING OUTCOMES IN ISLAMIC EDUCATION AT THE ELEMENTARY SCHOOL LEVEL: AN EXPERIMENTAL STUDY OF GRADE V STUDENTS AT UPTD SDN 10 PEUSANGAN Anita, Sri; Dhiauddin; Diana; Saputra Efendi Bin Mukhtaruddin
Jurnal Ilmiah Didaktika Vol 27 No 1 (2026): Jurnal Ilmiah Didaktika August 2026
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/mg0qcn33

Abstract

This study examines the effectiveness of Canva media in Islamic Education (PAI) learning for Grade V students at UPTD SDN 10 Peusangan. Using a quasi-experimental pretest–posttest control group design, two classes (n = 28) were analyzed through achievement tests. Data were processed with descriptive statistics, normality and homogeneity tests, and the Independent Samples t-Test. Results show that the experimental class’s mean score improved from 54.64 to 91.43, a gain of 36.79 points, with reduced variance (SD = 7.187). The t-test yielded t = 6.939, Sig. = 0.000 (< 0.05), confirming a significant difference between experimental and control groups. The mean difference of 25.357 indicates a strong positive impact of Canva media on learning outcomes. These findings demonstrate that Canva is an effective digital tool for enhancing achievement and engagement in elementary PAI learning.