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Transformasi Pendidikan di MTs. Negeri 2 Medan: Sejarah Pertumbuhan dan Perkembangan Madrasah Handoyo, Ibnu Agung; Siagian, Hairun Nisa; Fadly, Mhd. Fahrizal; Dahlan, Zaini
MUDABBIR Journal Research and Education Studies Vol. 5 No. 1 (2025): Vol. 5 No. 1 Januari - Juni 2025
Publisher : Perkumpulan Manajer Pendidikan Islam Indonesia (PERMAPENDIS) Prov. Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56832/mudabbir.v5i1.674

Abstract

Madrasah merupakan sekolah Islam di Indonesia, telah mengalami banyak transformasi signifikan selama bertahun-tahun. MTsN 2 Medan adalah contoh yang baik dari kemajuan pendidikan Islam karena telah berkontribusi besar dalam pembentukan generasi muda yang berkarakter dan mahir dalam agama dan ilmu pengetahuan. Analisis deskriptif dan pendekatan penelitian kualitatif digunakan untuk menggambarkan sejarah perkembangan dan perluasan madrasah khususnya di MTsN 2 Medan. Hasil penelitian menunjukkan bahwa MTsN 2 medan mengalami berbagai perubahan baik dari segi fasilitas, kurikulum, maupun sistem pendidikan yang diterapkan. Lembaga ini semakin dikenal setelah melakukan inovasi dalam pengembangan kurikulum yang mengintegrasikan ilmu pengetahuan umum dan agama, serta melibatkan berbagai aspek pembelajaran modern yang relevan dengan tuntutan zaman.
Peran Game Edukasi dalam Meningkatkan Literasi Membaca pada Anak Sekolah Dasar Oktaviany, Venny; Rasinus, Rasinus; Handoyo, Ibnu Agung
Journal Scientific of Mandalika (JSM) e-ISSN 2745-5955 | p-ISSN 2809-0543 Vol. 6 No. 5 (2025)
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/10.36312/vol6iss5pp1422-1430

Abstract

The development of digital technology has introduced educational games as an innovative tool to improve children's literacy skills. This study explores the role of educational games in enhancing reading literacy among elementary school students through a qualitative approach using literature studies and library research methods. By analyzing various scientific articles, reports, and previous research, this study identifies the effectiveness of educational games in increasing students’ interest, motivation, and reading comprehension. The results show that educational games provide interactive and engaging learning experiences that help children understand letters, words, and sentences more effectively. Additionally, these games integrate storytelling elements, visual animations, and adaptive challenges that support cognitive development. The findings indicate that the use of educational games positively impacts early literacy skills, especially in recognizing phonemes, expanding vocabulary, and improving reading fluency. However, the effectiveness of educational games depends on factors such as content quality, learning strategies, and teacher or parental involvement. This research contributes to the discussion on integrating educational technology into early literacy programs and emphasizes the need for well-designed digital learning materials. Future studies should further investigate the long-term impact of educational games and their application across different educational settings.