Claim Missing Document
Check
Articles

Found 15 Documents
Search

IMPLEMENTASI PEMBELAJARAN BERBASIS GAME EDUKASI QUIZIZZ PADA MATA PELAJARAN PKN UNTUK MENINGKATKAN KARAKTER RASA INGIN TAHU SISWA DI MADRASAH IBTIDAIYAH Burhanudin Afandi; Nany Kholilah; Wahyu Trisnawati; Husni Mubarok
PEDAGOGIA : JURNAL KEGURUAN DAN PENDIDIKAN Vol. 2 No. 02 (2026): Pedagogia: Jurnal keguruan dan Kependidikan
Publisher : https://journal.metanusantara.com/pedagogia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.010125/5858yp86

Abstract

Citizenship Education (PKn) learning in Islamic Elementary Schools (Madrasah Ibtidaiyah) still faces challenges in the form of low student participation and curiosity due to the dominance of teacher-centered learning methods. This situation indicates the need for learning innovations that can create more interactive learning experiences and encourage active student involvement. One possible alternative is educational game-based learning through the Quizizz application. This study aims to describe the implementation of Quizizz educational game-based learning in Civics and analyze its contribution to improving students' curiosity in Islamic Elementary Schools (Madrasah Ibtidaiyah). This study used a qualitative approach with a field research design. The study was conducted at an Islamic Elementary School in Cepu District during the 2025/2026 academic year. The study participants consisted of two fourth-grade Civics teachers, Mr. Abdul Rohim, S.Pd. and Ms. Eva Nur Izza, S.Pd., who were selected using a purposive sampling technique. Data were collected through semi-structured interviews, observation, and documentation. They were then analyzed using the Miles, Huberman, and Saldaña interactive analysis model, which included data condensation, data presentation, and conclusion drawing. The results of the study indicate that the implementation of Quizizz was carried out through the planning, implementation, and evaluation stages of learning, integrated with Civics learning objectives. The use of Quizizz has been shown to increase student engagement, learning motivation, and curiosity, demonstrated by increased questioning, seeking additional information, discussion participation, and enthusiasm during learning. Furthermore, Quizizz helped teachers conduct more effective learning evaluations. Thus, Quizizz can be an innovative learning medium that supports character building and improves the quality of Civics learning in Islamic Elementary Schools.
Strategi Guru dalam Mengintegrasikan Permainan Tradisional pada Pembelajaran PKn Berbasis Etnopedagogi di MI Tarbiyatusy Syubban Kalimulyo Jakenan Pati Dera Emilia Prastiwi; Syaicha Akmala; M. Agus Maksum; Husni Mubarok
PEDAGOGIA : JURNAL KEGURUAN DAN PENDIDIKAN Vol. 2 No. 02 (2026): Pedagogia: Jurnal keguruan dan Kependidikan
Publisher : https://journal.metanusantara.com/pedagogia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.010125/3zsetn58

Abstract

Civic education learning in elementary schools often faces challenges in the form of a less contextual approach and a weak approach in internalizing Pancasila values. On the other hand, traditional games as part of local wisdom are increasingly displaced by digital culture, even though they contain civic character values. This study aims to describe teachers' strategies in integrating traditional games in Civic education learning based on ethnopedagogical approaches. The research used a descriptive qualitative design with data collection through observation, interviews, and documentation, then analyzed using the Miles, Huberman, and Saldana analysis model with triangulation of sources and techniques. The results of the study show that teachers apply three sustainable strategies, namely: (1) adaptive planning strategies through modification of teaching modules from the Merdeka Mengajar platform accompanied by an analysis of local wisdom values; (2) experiential learning-based implementation strategies  that include perception, demonstration, collaborative exploration, and reflection; and (3) authentic evaluation strategies that measure three domains through formative and summative assessments. The integration of traditional games succeeded in internalizing the values of Pancasila which was confirmed by the increase in student learning motivation and the transfer of values to the social environment outside the school.
Penerapan Metode Reading Corner untuk Meningkatkan Minat Baca dan Pemahaman Teks Non Fiksi: Penelitian Ryzna Dewi Anitania Wibowo; Sri Nurhayati; Husni Mubarok
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.3990

Abstract

Applying reading corner at SD IT Al-Ikhlas Tlogowungu helps to raise student reading interest and understanding especially for nonfiction texts. Background reveals the low level of reading interest in Indonesia, where just one in five people reads regularly. Survey results revealed that many people still cannot read and write despite high literacy rates. Low reading interest hurts students' capacity to read nonfictional texts requiring structural analysis and understanding. The approach employed in this study is qualitative descriptive; data gathering methods include observation, interview, and documentation. Observasi is used to find out the state of the classroom; interviews with the head teacher, teachers, and students; and written relevant data is gathered through documentation. With the goal of improving students' book access and encouraging them to read more, the reading corner idea offers cozy and interesting space for reading inside the classroom. Studies show that the use of reading corner successfully raised students' understanding of nonfictional texts and their enthusiasm in reading. Students grow more active and enjoy reading, therefore their reading frequency also rises. This approach also helps students become more aware of the advantages of reading, therefore developing their capacity to interpret nonfictional texts.
Inovasi Metode Pembelajaran Bahasa Indonesia di MI/SD: Analisis Strategi dan Implementasinya Irma Noviana; Desy Elisya Putri; Husni Mubarok
Edukasi Tematik: Jurnal Pendidikan Sekolah Dasar Vol. 6 No. 3 (2025): Edukasi Tematik: Jurnal Pendidikan Sekolah Dasar
Publisher : Program Studi Pendidikan Guru Sekolah Dasar - Universitas San Pedro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59632/edukasitematik.v6i3.674

Abstract

Metode pembelajaran merupakan komponen penting dalam menentukan kualitas proses belajar mengajar, khususnya pada pembelajaran Bahasa Indonesia di tingkat MI/SD. Namun, praktik pembelajaran di lapangan masih didominasi metode konvensional yang bersifat satu arah, sehingga kurang mampu menumbuhkan partisipasi dan motivasi belajar siswa. Penelitian ini bertujuan untuk menganalisis berbagai inovasi metode pembelajaran Bahasa Indonesia di MI/SD, meliputi metode ceramah, diskusi, tanya jawab, demonstrasi, proyek, pembelajaran kooperatif tipe jigsaw, serta storytelling. Penelitian menggunakan pendekatan kualitatif deskriptif dengan metode studi literatur. Hasil kajian menunjukkan bahwa penerapan metode pembelajaran yang inovatif mampu meningkatkan keterlibatan siswa, kemampuan berpikir kritis, keterampilan komunikasi, dan motivasi belajar. Dengan demikian, guru perlu mengembangkan dan mengadaptasi metode pembelajaran sesuai karakteristik peserta didik dan perkembangan teknologi. Inovasi metode pembelajaran tidak hanya merupakan kebutuhan pedagogis, tetapi juga strategi untuk mewujudkan tujuan pendidikan nasional dan pembentukan karakter peserta didik di era digital.
DEVELOPMENT OF MICROSITE-BASED INTERACTIVE DIGITAL TEACHING MODULES IN ELEMENTARY SCHOOLS Husni Mubarok; Dian Mustika Anggraini
MUBTADI: Jurnal Pendidikan Ibtidaiyah Vol. 8 No. 1 (2026)
Publisher : UIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/mubtadi.v8i1.25287

Abstract

The development of interactive digital teaching modules integrated into this microsite platform is intended to provide appropriate and practical science learning resources for elementary schools. The method applied was Research and Development (R&D), utilizing the five stages of the ADDIE model: analysis, design, development, implementation, and evaluation. The research subjects included two expert validators (a subject matter expert and a media expert), as well as 28 fifth-grade students from SDN Bakalan Krajan 2 in Malang and one fifth-grade teacher who served as a user for the practicality test. The data collection instruments consisted of a validation sheet and a user response questionnaire. Based on the expert panel’s assessment, the developed module achieved an average validity score of 90.37%, placing it in the “highly valid” category. Meanwhile, the product’s practicality when implemented by users yielded highly practical results, with a percentage of 90.38%. This digital module has proven effective in facilitating the learning process through the integration of five key features into a single microsite platform: user guides, interactive science materials, gamified quizzes, icebreaker activities, and a self-reflection space. In conclusion, this interactive, microsite-based digital teaching module is valid, highly suitable, and practical for use as an innovative teaching resource in science education at the elementary school level.