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Pengembangan Media Evaluasi Pembelajaran Pendidikan Agama Islam (Pai) Berbasis Quizizz Untuk Meningkatkan Motivasi Dan Hasil Belajar Siswa Al Fajar; Jasiah
Quoba: Jurnal Pendidikan Vol 2 No 2 (2025): 2025
Publisher : PT.Hassan Group Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61104/qb.v2i2.614

Abstract

Penelitian ini bertujuan untuk mengembangkan, menguji kelayakan, dan mengukur efektivitas media evaluasi pembelajaran Pendidikan Agama Islam (PAI) berbasis aplikasi Quizizz. Latar belakang penelitian ini adalah rendahnya motivasi dan hasil belajar siswa yang disebabkan oleh metode evaluasi konvensional yang cenderung monoton. Metode penelitian yang digunakan adalah Penelitian dan Pengembangan (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri dari dua validator ahli (ahli materi dan ahli media) serta 20 siswa kelas VII SMP Negeri 1 palangka raya. Teknik pengumpulan data menggunakan angket validasi, angket respons siswa, serta soal pre-test dan post-test. Hasil penelitian menunjukkan bahwa: (1) Produk media evaluasi PAI berbasis Quizizz pada materi "Meneladani Sifat-Sifat Mulia Para Rasul" berhasil dikembangkan; (2) Hasil validasi ahli materi memperoleh persentase kelayakan 92% (Sangat Layak) dan validasi ahli media memperoleh 95% (Sangat Layak); (3) Terdapat peningkatan hasil belajar siswa yang signifikan, dibuktikan dengan rata-rata nilai pre-test sebesar 58,4 dan rata-rata nilai post-test sebesar 85,2, dengan nilai N-Gain sebesar 0,64 yang termasuk dalam kategori "Sedang". Berdasarkan temuan tersebut, media evaluasi berbasis Quizizz dinilai layak dan efektif untuk digunakan sebagai alat evaluasi alternatif dalam pembelajaran PAI guna meningkatkan motivasi dan hasil belajar siswa.
Pengembangan Media Menggunakan Kahoot Untuk Evaluasi Mata Kuliah Tentang Aqidah Ahlak Untuk Siswa Kelas 5c Pai Wahyudin, Erpin; Jasiah
Quoba: Jurnal Pendidikan Vol 2 No 2 (2025): 2025
Publisher : PT.Hassan Group Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61104/qb.v2i2.635

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan akan inovasi media evaluasi pembelajaran yang interaktif dan menarik dalam mata kuliah Aqidah Akhlak pada mahasiswa Prodi Pendidikan Agama Islam (PAI). Evaluasi konvensional seperti tes tulis dinilai kurang efektif dalam meningkatkan motivasi dan keterlibatan mahasiswa di era digital. Tujuan penelitian ini adalah mengembangkan media evaluasi berbasis aplikasi Kahoot yang layak, efektif, dan menarik untuk mengevaluasi hasil belajar mahasiswa. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri dari 30 mahasiswa Prodi PAI kelas 5C di UIN Palangka Raya, dengan dua dosen ahli (ahli materi dan ahli media) sebagai validator. Data dikumpulkan melalui observasi, angket, wawancara, dan tes, kemudian dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil validasi menunjukkan media memperoleh skor rata-rata 4,65 (kategori sangat layak). Hasil uji lapangan menunjukkan peningkatan nilai rata-rata mahasiswa dari 68,4 menjadi 84,7 serta respons positif terhadap kepraktisan dan daya tarik media. Mahasiswa merasa lebih termotivasi dan memahami materi melalui fitur umpan balik instan dalam Kahoot. Penelitian ini merekomendasikan penggunaan media berbasis gamifikasi seperti Kahoot sebagai alternatif evaluasi yang inovatif, menyenangkan, dan efektif dalam pembelajaran pendidikan agama Islam di perguruan tinggi, serta pengembangan lanjutan untuk mata kuliah lain dengan integrasi sistem evaluasi daring.
Pengembangan Media Interaktif Berbasis Nearpod Untuk Meningkatkan Motivasi dan Hasil Belajar Materi Sholat Berjama'ah Norhidayah, Siti; Jasiah
Al-Mudarris Vol 8 No 3 (2025): Al-Mudarris
Publisher : Jurusan Tarbiyah,IAIN PALANGKARAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/mdr.v8i3.10777

Abstract

This study aims to design and develop an interactive learning media based on Nearpod, focusing on enhancing conceptual understanding, motivation, student engagement, and the internalization of congregational prayer (Salat Berjamaah) values in Fiqh lessons for seventh-grade students at MTs. The background of this study is based on low student motivation and active participation, as well as suboptimal understanding of the meaning of worship, due to teacher-centered learning, which affects students’ cognitive and affective outcomes. The research employed a Research and Development (R&D) approach using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The research subjects consisted of 20 seventh-grade students at MTs An-Nur Palangka Raya. The instruments used included validation sheets from subject-matter and media experts, student response questionnaires, and learning outcome tests in the form of pretests and posttests. The results indicated that the Nearpod learning media developed was highly feasible, with validation scores of 82% from media experts and 92% from subject-matter experts, yielding an overall feasibility score of 87%. Student responses reached 90%, categorized as very practical. Pedagogically, the use of Nearpod media proved to increase motivation, active engagement, and students’ conceptual understanding. From an Islamic education perspective, this media contributes to instilling discipline, togetherness, and spiritual responsibility in the practice of congregational prayer.
Pengembangan Media Pembelajaran Berbasis Scratch Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Akidah Akhlak Yulianti, Nabila Dewi; Jasiah
Al-Mudarris Vol 8 No 3 (2025): Al-Mudarris
Publisher : Jurusan Tarbiyah,IAIN PALANGKARAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/mdr.v8i3.10792

Abstract

Learning Aqidah Akhlak in Islamic Junior High Schools still faces challenges in facilitating the understanding of abstract concepts of faith and the internalization of moral values ​​​​in a meaningful way. Learning dominated by conventional methods tends to involve students less actively and has an impact on low learning outcomes. This study aims to develop and test the effectiveness of Scratch-based learning media in improving the learning outcomes of Aqidah Akhlak students in Islamic Junior High Schools. The study used a research and development method with the ADDIE model which includes the stages of needs analysis, design, development, implementation, and evaluation. The subjects of the study were 20 students of class IX-B MTs An-Nur Palangka Raya. Data were collected through learning outcome tests, student response questionnaires, and expert validation, then analyzed using normalized gain (N-gain) and descriptive statistics. The results showed that the use of Scratch media effectively improved student learning outcomes with an N-gain value of 0.68 (moderate category) and obtained positive responses of more than 80% in the aspects of interest, ease of understanding, and learning motivation. These findings demonstrate that Scratch contributes instructionally through visualization, interactivity, and feedback that support meaningful learning. This research provides a scientific contribution to the development of instructional design-based digital learning media for Aqidah Akhlak learning that is adaptive to the characteristics of learners in the digital era.
Media Pembelajaran Interaktif Nearpod dalam Meningkatkan Partisipasi Belajar Siswa pada Mata Pelajaran Al-Qur’an Hadis di Madrasah Endah Sucia Dewi; Jasiah
Kartika: Jurnal Studi Keislaman Vol. 5 No. 2 (2025): Kartika: Jurnal Studi Keislaman (Agustus)
Publisher : Lembaga Pendidikan Tinggi Nahdlatul Ulama (LPT NU) PCNU Kabupaten Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59240/kjsk.v5i2.570

Abstract

This study aims to describe the use of Nearpod as an interactive learning medium in enhancing students’ learning participation in the Al-Qur’an Hadith subject at a Madrasah Tsanawiyah. The research employed a qualitative approach with a descriptive qualitative design. The research subjects consisted of Al-Qur’an Hadith teachers and seventh-grade students of MTsN 2 Katingan. Data were collected through observation, interviews, and documentation. Data analysis was conducted using the interactive model of Miles and Huberman, which includes data reduction, data display, and conclusion drawing, supported by triangulation to ensure data validity. The findings indicate that the use of Nearpod significantly improves the quality of the Al-Qur’an Hadith learning process. Learning activities become more engaging and student-centered, resulting in higher levels of focus, enthusiasm, and active participation among students. Interactive features such as quizzes, polls, videos, and manipulative exercises encourage student involvement in responding to questions, participating in discussions, and completing learning tasks. Furthermore, Nearpod increases students’ learning motivation and assists teachers in delivering instructional materials in a more varied and well-structured manner. Therefore, Nearpod is effective as a digital learning medium in Madrasah contexts
PENGEMBANGAN MEDIA ULAR TANGGA MATEMATIKA TERHADAP KEAKTIFAN BELAJAR SISWA PADA MATERI PENJUMLAHAN DAN PENGURANGAN BERSUSUN Aulia Ratnasari; Jasiah
AL JABAR: Jurnal Pendidikan dan Pembelajaran Matematika Vol. 5 No. 1 (2026): Januari
Publisher : LPPM Institut Ahmad Dahlan Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/6gvwxt17

Abstract

Abstract This study aims to develop a mathematical snakes and ladders game and test its impact on the learning activity of fourth-grade students at MIN 1 Palangka Raya on the subject of addition and subtraction. The main problem found was the low learning activity of students, most of whom (around 70%) had a kinesthetic learning style due to the use of conventional learning methods and the lack of attractive media. The type of research used was Research and Development (R&D) with a 4D development model: Define, Design, Development, and Disseminate. The research subjects were 28 fourth grade students at MIN 1 Palangka Raya. The mathematical snake and ladder media was developed as an interactive and fun educational game. The results showed that the implementation of the mathematical snake and ladder media in learning had a positive and effective impact on stimulating students' interest and activity in learning. Students became more enthusiastic, actively discussed in groups, engaged in problem solving, and were motivated to learn while playing. This shows that the mathematical snake and ladder media is in line with the characteristics of students' kinesthetic learning styles.