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Konstruk Media Pembelajaran Baamboozle Pada SD Islam Sinar Cendekia Winaningsih, Elis Tuti; Syarif, Fajar
MISYKAT: Jurnal Ilmu-ilmu Al-Quran Hadist Syari'ah dan Tarbiyah Vol 8, No 2 (2023): Misykat: Jurnal-ilmu-ilmu Al-Quran, Hadits, Syariah dan Tarbiyah
Publisher : Pascasarjana Institut Ilmu Al Quran (IIQ) Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33511/misykat.v8n2.165-176

Abstract

This research explores the use of gamification in learning, especially the use of the Baamboozle platform. This is related to the role of PAI teachers in increasing students' learning motivation, especially in grade 5 at Sinar Scholar Islamic Elementary School. The aim of this research is to analyze teacher strategies in increasing student learning motivation in PAI classes. This research agrees with research entitled "Teacher Strategies in Increasing Student Learning Motivation in Islamic Religious Education Subjects" written by Alif Achadah which states that teachers must have ideal strategies in teaching according to different conditions at each level so that students are motivated to learn. can increase. This research uses a type of qualitative research in the form of field research. The research method uses a descriptive analysis model with a sociological and psychological approach. Research data sources consist of primary data sources including interviews with related parties, documentation collection, observation, triangulation, and secondary data sources secondary data obtained from all written data relevant to the research topic. Data analysis uses Miles and Huberman theory, starting from collecting data, reducing data, presenting data, drawing conclusions, and validating data. This research presents the conclusion that the implementation of active learning through the Baamboozle platform used in PAI subjects in class V of Sinar Scholar Islamic Elementary School is in accordance with the RPP and is considered effective in increasing students' learning motivation.
Baamboozle's Effectiveness in Increasing Learning Motivation in Islamic Studies Winaningsih, Elis Tuti; Syarif, F; Pahrurroji, Pahrurroji
Tarbawiyah Jurnal Ilmiah Pendidikan Vol 6 No 2 (2022): Tarbawiyah : Jurnal Ilmiah Pendidikan
Publisher : Institut Agama Islam Negeri (IAIN) Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32332/tarbawiyah.v6i2.5385

Abstract

In the course of education in Indonesia, 2020 was a year full of challenges due to the emergence of the COVID-19 pandemic. Almost all schools in the world are closing classrooms and moving to virtual (online) classrooms. This is a big challenge for teachers, so teachers must find ways to make learning run effectively and efficiently, one way is by gamification. This study aims to explore and analyze the effectiveness of gamification in learning through the Bamboozle platform in increasing Islamic Studies learning motivation conducted on fifth-grade students at SD Islam Sinar Cendekia, South Tangerang. This research uses qualitative research (field research) and uses descriptive analysis methods with sociological and psychological approaches. Sources of research were obtained from the results of interviews with related parties, documentation collection, observation, and triangulation. Data analysis used the theory of Milles and Huberman. The results of the interviews showed that 20 student informants stated that learning activities made the spirit increase because it was fun, not boring, biased to reflect on the material, fun, and happy. This is reinforced by the results of interviews with parents and teachers as well as observations, so it can be concluded that bamboozling is one of the extrinsic factors that can increase students' learning motivation.