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Penerapan Metode Role Playing Dalam Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam di Kelas V SD N 1 Prigi Banjarnegara Lisa Kinanti,; Faisal Kamal; Pamungkas Stiya Mulyani
Mutiara : Jurnal Penelitian dan Karya Ilmiah Vol. 2 No. 3 (2024): Juni : Mutiara : Jurnal Penelitian dan Karya Ilmiah
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/mutiara.v2i3.1277

Abstract

This research is motivated by the problem in Indonesia where many generations in the world of education still do not understand the content of the material because many educators still use monotonous methods without two-way communication and this results in a lack of students' understanding of the learning material. The role playing method is one solution that can boost various aspects of students, both cognitive, psychomotor and affective, which can be implemented in everyday life so that the nation's next generation becomes a generation that is powerful, knowledgeable and efficient. This research aims to determine the application of the Role Playing method in improving student learning outcomes in PAI subjects. The research method used is quantitative research methods. The results of the research show that the application of the role playing method in improving student learning outcomes in Islamic Religious Education subjects in class V of SD Negeri 1 Prigi, Sigaluh District, Banjarnegara Regency after using the role playing method can improve. This is proven by the students' learning results before taking action or using the role playing method which only reached an average score of 61.72 with classical completeness of 32%. After taking action in cycle I by applying the role playing method, student learning outcomes increased to an average score of 70.72 with classical completeness of 60%. Then in cycle II, using the role playing method, student learning outcomes also increased with an average score of 83.76 and students' classical completeness was 96%. Therefore, it is said to be effective in increasing learning outcomes because the success indicator that has been set is more than 76%.
IMPLEMENTATION OF INTERACTIVE LEARNING MEDIA THROUGH SMART MUSLIM SPINNER (SMS) IN ISLAMIC RELIGIOUS EDUCATION SUBJECT FOR GRADE V STUDENTS OF SD N 1 KUBANG BANJARNEGARA Yayu Konita Istiqomah; Firdaus; Pamungkas Stiya Mulyani
Alphateach (Jurnal Profesi Kependidikan dan Keguruan) Vol. 6 No. 1 (2026): ALPHATEACH (JURNAL PROFESI KEPENDIDIKAN DAN KEGURUAN)
Publisher : Fakultas Ilmu Tarbiyah dan Keguruan, Universitas Sains Al-Qur'an (UNSIQ) Jawa Tengah di Wonosobo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/s9hb9x17

Abstract

This study examines the implementation of the Smart Muslim Spinner (SMS), an interactive learning medium, in Islamic Religious Education (IRE) learning for Grade V students at SD N 1 Kubang Banjarnegara. The study addresses the need for engaging learning media to increase student participation and understanding of IRE material. A qualitative descriptive approach with a field research design was employed. Data were collected through observation, in-depth interviews, and documentation involving the IRE teacher and Grade V students. Data were analyzed through data reduction, data display, and conclusion drawing. The findings indicate that the implementation of SMS consisted of three stages: preparation, classroom implementation, and assessment of learning outcomes. The use of SMS created a more interactive and engaging learning environment by involving students in game-based question-and-answer activities. Students demonstrated greater enthusiasm, participation, and focus during lessons, while the play-based learning process facilitated their understanding of the material. Supporting factors included teacher readiness, innovative instructional design, and student motivation. Challenges encountered were increased classroom noise and the need for regular maintenance of the learning medium. The study concludes that the Smart Muslim Spinner is an effective alternative interactive learning medium for Islamic Religious Education at the elementary school level, as it promotes active participation and supports students’ comprehension of learning materials
IMPROVING LEARNING ACTIVITY AND LEARNING OUTCOMES OF ISLAMIC CULTURAL HISTORY THROUGH THE TWO STAY TWO STRAY STRATEGY Ajeng Dwi Aditama; Pamungkas Stiya Mulyani; Faisal Kamal
Alphateach (Jurnal Profesi Kependidikan dan Keguruan) Vol. 5 No. 2 (2025): ALPHATEACH (JURNAL PROFESI KEPENDIDIKAN DAN KEGURUAN)
Publisher : Fakultas Ilmu Tarbiyah dan Keguruan, Universitas Sains Al-Qur'an (UNSIQ) Jawa Tengah di Wonosobo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/bdrf6645

Abstract

One of the problems in education is the low quality of religion-based education, including in the subject of Islamic Cultural History. The use of learning strategies is a problem that is often faced so that it causes boredom and lack of interest. This study aims to determine the effect of using the Two Stay Two Stray strategy to increase learning activity and learning outcomes of Islamic Education. Data collection was carried out using two tests, namely pretest and posttest, observation, interviews, and documentation. In addition, to obtain data on learning activity, a questionnaire was used. The analysis used was descriptive analysis. In this study, the research subjects were class VI, totaling 13 students. The results obtained from the tests conducted show that the Two Stay Two Stray strategy has a good influence on improving the learning activity and learning outcomes of class VI students of MI Ma'arif Gesing Garung. The learning outcomes are proven based on the results of the test. From the calculation results obtained, the calculated value is greater than the table both at the significance level of 5% (14.1654 ˃ 2.1788) and 1% (14.1654 ˃ 3.0545). For learning activity, from the results of the questionnaire and observations conducted in the classroom, students experienced a fairly good increase in learning activity. iThe results of the questionnaire obtained the highest ipoint ipoint which 4 (SS) with an average value of 72.04.