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                        The Development of Scrapbook Media to Increase Learning Interest at PPKN Learning Environment Materials 
                    
                    Azizah, Uswatun; 
Mahmudah, Masrurotul; 
Aisyah, Nurul                    
                     International Journal on Advanced Science, Education, and Religion Vol 8 No 2 (2025): IJoASER (International Journal on Advanced Science, Education) 
                    
                    Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia 
                    
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                                DOI: 10.33648/ijoaser.v8i2.851                            
                                            
                    
                        
                            
                            
                                
The Learning media is used to bridge teachers in delivering material in class. Apart from using media effectively and efficiently, learning media can increase students' interest in learning. The aim of this research is to determine the development of scrapbook media in increasing interest in learning for class IV MINU Tri Bhakti At-Taqwa students. The type of research used by researchers is Research and Development (R&D). By using the ADDIE theory which consists of the stages Analysis (analysis), Design (design), Development (development), Implementation (implementation), Evaluation (evaluation). Judging from the level of feasibility of scrapbook media in this research, it is based on validation carried out by material experts, media experts and student responses. The material expert validation results obtained 91.8% in the "very valid" category. Furthermore, the media expert validation questionnaire obtained 96.8% in the "very valid" category. Based on student responses, they obtained 91.6% in the "very appropriate" category. From the research results, scrapbook media can foster students' interest in learning as seen from students' feelings of joy, interest, attention and activeness in asking questions in the learning process.
                            
                         
                     
                 
                
                            
                    
                        The Implementation of Jigsaw Type Cooperative Learning Model to Improve Student Learning Outcomes in Class VI Indonesian Language Subjects 
                    
                    Sari, Desi Anita; 
Mahmudah, Masrurotul; 
Aisyah, Nurul                    
                     International Journal on Advanced Science, Education, and Religion Vol 8 No 2 (2025): IJoASER (International Journal on Advanced Science, Education) 
                    
                    Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia 
                    
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                                DOI: 10.33648/ijoaser.v8i2.877                            
                                            
                    
                        
                            
                            
                                
This study aims to describe the application of the jigsaw type cooperative learning model to improve the learning outcomes of Indonesian language of grade VI students of SDN 3 Bumi Nabung Baru. The approach used in this study is a descriptive qualitative research method. The subjects of the study were grade VI teachers and grade VI students with a total of 12 students. The techniques used in data collection were carried out by means of observation, interviews, and documentation. The results of the study showed that the application of the Jigsaw type cooperative learning model in Indonesian language learning can improve student learning outcomes. Student learning outcomes in the material Analyzing intrinsic elements of narrative text using the jigsaw type cooperative learning model can be seen from Three Domains, namely the cognitive domain, the affective domain and the psychomotor domain. The Cognitive Domain is a person's behavior that emphasizes intellectual aspects such as knowledge and thinking skills such as developing students' social skills, developing students' potential, developing students' abilities in understanding the material. The affective domain is a domain related to interests, attitudes, values and behaviors such as attitudes of mutual respect for opinions, increasing attitudes of cooperation, increasing attitudes of responsibility. Psychomotor domain is an aspect related to skills or the ability to act after students receive learning experiences such as presenting in front of the class to convey the results of discussions. Thus, the jigsaw type cooperative learning model has proven to be an effective alternative to improve the quality of learning in class VI of SDN 3 Bumi Nabung Baru
                            
                         
                     
                 
                
                            
                    
                        An Application of the Discovery Earning Model to Analyze Class V Fiction and Nonfiction Stories 
                    
                    Rozi, Ahmas Souma Fahrur; 
Mahmudah, Masrurotul; 
Aisyah, Nurul                    
                     International Journal on Advanced Science, Education, and Religion Vol 8 No 2 (2025): IJoASER (International Journal on Advanced Science, Education) 
                    
                    Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia 
                    
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                                DOI: 10.33648/ijoaser.v8i2.878                            
                                            
                    
                        
                            
                            
                                
This research aims to determine the application of the Discovery Learning learning model in improving the ability to analyze fiction and non-fiction stories in class V students at SDN 3 Bumi Nabung Baru. The approach used in this research is descriptive qualitative research. The research subjects used were class V teachers and class V students with a total of 14 students. The method used in collecting data was observation, interviews and documentation. The focus of this research is the application of discovery learning to determine students' analytical skills in fiction and non-fiction stories. The success of student analysis in stories can be determined from the indicators that have been determined. The results of the research show that there is an increase in students' analytical skills in the learning process by applying the discovery learning learning model
                            
                         
                     
                 
                
                            
                    
                        Pengembangan Media Crossword Puzzle dalam Meningkatkan Hasil Belajar Siswa Mata Pelajaran IPAS Kelas III D MI NU Metro Lampung 
                    
                    Alvitriani, Alvitriani; 
Mahmudah, Masrurotul; 
Aisyah, Nurul                    
                     Jurnal Simki Pedagogia Vol 8 No 1 (2025): Volume 8 Nomor 1 Tahun 2025 
                    
                    Publisher : Universitas Nusantara PGRI Kediri 
                    
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                                DOI: 10.29407/jsp.v8i1.1063                            
                                            
                    
                        
                            
                            
                                
This research is a development research (R&D) that aims to develop Crossword Puzzle learning media in the subject of Science on the material about the characteristics of living things in order to improve student learning outcomes. The model used in this study is the 4D model consisting of 4 stages, namely Define, Design, Development and Disseminate. At the develop stage, the researcher validated the media expert and material expert. The subjects of this study were 24 students in class III D in a trial at MI NU Metro Lampung. The results of the study showed the results of media expert validation of 82%, material expert validation of 84% with the criteria "Very valid". The percentage of validity in the student response questionnaire was 88% in a large-scale trial with the category "Very good". Based on the development research conducted on the Crossword Puzzle media to improve student learning outcomes covering 3 domains. This study shows a significant increase in these three aspects where students are more motivated and active in learning, gain a better understanding of the learning material and are able to develop skills relevant to the topics being studied. It can be concluded that the Crossword Puzzle media can improve learning outcomes in the classroom learning process.
                            
                         
                     
                 
                
                            
                    
                        The Development of Scrapbook Media to Increase Learning Interest at PPKN Learning Environment Materials 
                    
                    Azizah, Uswatun; 
Mahmudah, Masrurotul; 
Aisyah, Nurul                    
                     International Journal on Advanced Science, Education, and Religion Vol 8 No 2 (2025): IJoASER (International Journal on Advanced Science, Education) 
                    
                    Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia 
                    
                         Show Abstract
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                                DOI: 10.33648/ijoaser.v8i2.851                            
                                            
                    
                        
                            
                            
                                
The Learning media is used to bridge teachers in delivering material in class. Apart from using media effectively and efficiently, learning media can increase students' interest in learning. The aim of this research is to determine the development of scrapbook media in increasing interest in learning for class IV MINU Tri Bhakti At-Taqwa students. The type of research used by researchers is Research and Development (R&D). By using the ADDIE theory which consists of the stages Analysis (analysis), Design (design), Development (development), Implementation (implementation), Evaluation (evaluation). Judging from the level of feasibility of scrapbook media in this research, it is based on validation carried out by material experts, media experts and student responses. The material expert validation results obtained 91.8% in the "very valid" category. Furthermore, the media expert validation questionnaire obtained 96.8% in the "very valid" category. Based on student responses, they obtained 91.6% in the "very appropriate" category. From the research results, scrapbook media can foster students' interest in learning as seen from students' feelings of joy, interest, attention and activeness in asking questions in the learning process.
                            
                         
                     
                 
                
                            
                    
                        The Implementation of Jigsaw Type Cooperative Learning Model to Improve Student Learning Outcomes in Class VI Indonesian Language Subjects 
                    
                    Sari, Desi Anita; 
Mahmudah, Masrurotul; 
Aisyah, Nurul                    
                     International Journal on Advanced Science, Education, and Religion Vol 8 No 2 (2025): IJoASER (International Journal on Advanced Science, Education) 
                    
                    Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia 
                    
                         Show Abstract
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                                DOI: 10.33648/ijoaser.v8i2.877                            
                                            
                    
                        
                            
                            
                                
This study aims to describe the application of the jigsaw type cooperative learning model to improve the learning outcomes of Indonesian language of grade VI students of SDN 3 Bumi Nabung Baru. The approach used in this study is a descriptive qualitative research method. The subjects of the study were grade VI teachers and grade VI students with a total of 12 students. The techniques used in data collection were carried out by means of observation, interviews, and documentation. The results of the study showed that the application of the Jigsaw type cooperative learning model in Indonesian language learning can improve student learning outcomes. Student learning outcomes in the material Analyzing intrinsic elements of narrative text using the jigsaw type cooperative learning model can be seen from Three Domains, namely the cognitive domain, the affective domain and the psychomotor domain. The Cognitive Domain is a person's behavior that emphasizes intellectual aspects such as knowledge and thinking skills such as developing students' social skills, developing students' potential, developing students' abilities in understanding the material. The affective domain is a domain related to interests, attitudes, values and behaviors such as attitudes of mutual respect for opinions, increasing attitudes of cooperation, increasing attitudes of responsibility. Psychomotor domain is an aspect related to skills or the ability to act after students receive learning experiences such as presenting in front of the class to convey the results of discussions. Thus, the jigsaw type cooperative learning model has proven to be an effective alternative to improve the quality of learning in class VI of SDN 3 Bumi Nabung Baru
                            
                         
                     
                 
                
                            
                    
                        An Application of the Discovery Earning Model to Analyze Class V Fiction and Nonfiction Stories 
                    
                    Rozi, Ahmas Souma Fahrur; 
Mahmudah, Masrurotul; 
Aisyah, Nurul                    
                     International Journal on Advanced Science, Education, and Religion Vol 8 No 2 (2025): IJoASER (International Journal on Advanced Science, Education) 
                    
                    Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia 
                    
                         Show Abstract
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                             Download Original
                        
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                                Original Source
                            
                        
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                            | 
                                DOI: 10.33648/ijoaser.v8i2.878                            
                                            
                    
                        
                            
                            
                                
This research aims to determine the application of the Discovery Learning learning model in improving the ability to analyze fiction and non-fiction stories in class V students at SDN 3 Bumi Nabung Baru. The approach used in this research is descriptive qualitative research. The research subjects used were class V teachers and class V students with a total of 14 students. The method used in collecting data was observation, interviews and documentation. The focus of this research is the application of discovery learning to determine students' analytical skills in fiction and non-fiction stories. The success of student analysis in stories can be determined from the indicators that have been determined. The results of the research show that there is an increase in students' analytical skills in the learning process by applying the discovery learning learning model
                            
                         
                     
                 
                
                            
                    
                        An Analysis of the Use of Puzzle-Based Learning Media in Enhancing Students' Interest in Science Subjects in Grade V at SD Negeri 19 Tulang Bawang Udik 
                    
                    Asri Nuraini; 
Mahmudah, Masrurotul; 
Nurul Aisyah                    
                     AR-RIAYAH: Jurnal Pendidikan Dasar Vol. 9 No. 1 (2025): May 
                    
                    Publisher : Institut Agama Islam Negeri (IAIN) Curup 
                    
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                                DOI: 10.29240/jpd.v9i1.12766                            
                                            
                    
                        
                            
                            
                                
Puzzle learning media is widely applied at elementary school level because it is useful in focusing students' attention and motivating. This media not only functions as a tool to increase students' concentration, but is also an effective way to increase interest in learning. By using interesting and interactive learning media, such as puzzles, students can learn in a fun way while increasing their understanding of the material being taught. The aim of this research is to find out how the use of puzzle learning media can increase students' interest in learning in science subjects in Class V of SD Negeri 19 Tulang Bawang Udik. This research uses a qualitative approach with descriptive methods. The data collection techniques used were interviews, observation and documentation. The subjects of this research were teachers and students of class V at SD Negeri 19 Tulang Bawang Udik.  This research data was analyzed by data reduction, data presentation, and drawing conclusions or verification. The results of this research show that the use of puzzle learning media can increase students' interest in learning. This is characterized by an increased sense of enjoyment in the learning process, active involvement of students, students' interest in the material and participating in learning well, showing students' attention to the learning process, showing students' attention, such as listening to the teacher's explanation.
                            
                         
                     
                 
                
                            
                    
                        Penerapan Media Kincir Matematika (KINMATIKA) untuk Meningkatkan Pemahaman Konsep Perkalian Siswa Kelas 3 SD IT Al Ikhlas 
                    
                    Rohmah, Siti Nur; 
Fadilah, Lutfi; 
Mahmudah, Masrurotul                    
                     Jurnal Caksana : Pendidikan Anak Usia Dini Vol 8, No 1 (2025): Jurnal Caksana: Pendidikan Anak Usia Dini 
                    
                    Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi 
                    
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                                DOI: 10.31326/jcpaud.v8i1.2236                            
                                            
                    
                        
                            
                            
                                
Permasalahan utama dalam penelitian ini adalah rendahnya pemahaman konsep perkalian pada siswa kelas 3 SD IT Al Ikhlas. Hal ini terlihat dari kesulitan siswa dalam memahami perkalian sebagai penjumlahan berulang dan kecenderungan mereka untuk mengandalkan hafalan semata tanpa benar-benar memahami konsep dasar di balik operasi tersebut. Tujuan dari penelitian ini adalah untuk meningkatkan pemahaman konsep perkalian melalui penerapan media Kincir Matematika (KINMATIKA), yaitu media pembelajaran berbasis visual dan kinestetik yang dirancang untuk membantu siswa memvisualisasikan dan memanipulasi konsep perkalian secara konkret dan interaktif. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan model Kemmis dan McTaggart, yang dilaksanakan dalam dua siklus dan melibatkan siswa sebagai subjek penelitian. Teknik pengumpulan data dilakukan melalui tes pemahaman konsep, observasi aktivitas siswa selama proses pembelajaran, dan wawancara untuk mengetahui respons siswa terhadap penggunaan media. Hasil penelitian menunjukkan adanya peningkatan pemahaman konsep perkalian secara signifikan, serta peningkatan motivasi dan keterlibatan aktif siswa dalam proses pembelajaran. Kesimpulan dari penelitian ini adalah bahwa media KINMATIKA terbukti efektif dalam meningkatkan pemahaman siswa terhadap konsep perkalian. Oleh karena itu, guru disarankan untuk menggunakan media serupa dalam pembelajaran matematika dasar untuk menciptakan suasana belajar yang lebih bermakna dan menyenangkan.
                            
                         
                     
                 
                
                            
                    
                        Implementasi Media Papan dalam Pembelajaran Bilangan Romawi Pada Siswa Kelas 3 SD IT Al Ikhlas 
                    
                    Lestari, Restu; 
Fadilah, Lutfi; 
Mahmudah, Masrurotul; 
Laili, Nur; 
Amrulloh, Hanif; 
Yulinarsih, Yulinarsih                    
                     Jurnal Caksana : Pendidikan Anak Usia Dini Vol 8, No 1 (2025): Jurnal Caksana: Pendidikan Anak Usia Dini 
                    
                    Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi 
                    
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                                DOI: 10.31326/jcpaud.v8i1.2234                            
                                            
                    
                        
                            
                            
                                
Penelitian ini bertujuan untuk mendeskripsikan implementasi media papan dalam pembelajaran bilangan Romawi pada siswa kelas 3 SD IT Al Ikhlas, serta untuk mengetahui respons siswa dan kendala yang dihadapi selama proses pembelajaran. Pendekatan yang digunakan dalam penelitian ini adalah kualitatif dengan metode deskriptif. Subjek penelitian terdiri dari siswa kelas 3 dan guru kelas 3 SD IT Al Ikhlas. Teknik pengumpulan data dilakukan melalui observasi partisipan, wawancara mendalam, dan dokumentasi. Data dianalisis menggunakan model Miles dan Huberman yang mencakup tahapan reduksi data, penyajian data, serta penarikan kesimpulan atau verifikasi. Hasil penelitian menunjukkan bahwa implementasi media papan dalam pembelajaran bilangan Romawi dilakukan melalui tiga tahapan utama, yaitu perencanaan, pelaksanaan, dan evaluasi. Media papan yang digunakan berupa papan tulis interaktif yang telah dimodifikasi dengan elemen-elemen bilangan Romawi yang dapat dipindahkan, sehingga lebih menarik dan mudah digunakan. Respons siswa terhadap penggunaan media ini sangat positif; Namun, terdapat beberapa kendala seperti keterbatasan waktu pembelajaran dan kebutuhan akan bimbingan individual bagi siswa tertentu. Secara keseluruhan, media papan terbukti efektif dalam meningkatkan pemahaman konsep dan minat belajar siswa terhadap bilangan Romawi.