Sa’idah, Siti Nur
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Penerapan Gamifikasi berbasis Web untuk Meningkatkan Motivasi Belajar Sejarah Islam pada Siswa Kelas 4 SDN 2 Jetis Situbondo Supyan, Moh.; Dasuki, Moh.; Sa’idah, Siti Nur
Journal of Pedagogical and Teacher Professional Development Vol. 1 No. 1 (2024): Journal of Pedagogical and Teacher Professional Development, July 2024
Publisher : Fakultas Tarbiyah Ilmu Keguruan Universitas Islam Negeri Kiai Haji Achmad Siddiq Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/jptpd.v1i1.6

Abstract

Penelitian ini bertujuan untuk meningkatkan motivasi belajar siswa kelas 4 SD Negeri 2 Jetis Situbondo dalam mata pelajaran Sejarah Islam melalui penerapan gamifikasi berbasis web. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan model Kemmis dan McTaggart, yang terdiri dari tiga siklus. Setiap siklus terdiri dari tahap perencanaan, pelaksanaan, observasi, dan refleksi. Hasil penelitian menunjukkan bahwa penerapan gamifikasi berbasis web efektif dalam meningkatkan motivasi belajar dan pemahaman siswa terhadap materi Sejarah Islam. Persentase ketuntasan belajar siswa meningkat dari 69,2% pada Siklus 1 menjadi 92,3% pada Siklus 3. Penerapan gamifikasi berbasis web menciptakan suasana belajar yang lebih menarik dan interaktif, serta meningkatkan partisipasi aktif siswa dalam pembelajaran. Penelitian ini menyarankan agar gamifikasi diterapkan pada mata pelajaran lain di jenjang pendidikan dasar.This study aims to enhance the learning motivation of 4th grade students at SD Negeri 2 Jetis in Islamic History subjects through the implementation of web-based gamification methods. The research method used is Classroom Action Research (CAR) with the Kemmis and McTaggart model, consisting of three cycles. Each cycle involves planning, implementation, observation, and reflection stages. The results showed that the application of web-based gamification methods was effective in improving students' learning motivation and understanding of Islamic History materials. The percentage of student learning mastery increased from 69.2% in Cycle 1 to 92.3% in Cycle 3. The use of web-based gamification created a more engaging and interactive learning environment, significantly increasing students' active participation in learning. This research suggests that the gamification method can be applied to other subjects at the elementary education level to enhance the quality of learning.
Penerapan Model Pembelajaran Role playing untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar Holifah, Sitti; Dasuki, Moh.; Sa’idah, Siti Nur; Husni, Rafeah
Journal of Pedagogical and Teacher Professional Development Vol. 1 No. 2 (2025): Journal of Pedagogical and Teacher Professional Development, January 2025
Publisher : Fakultas Tarbiyah Ilmu Keguruan Universitas Islam Negeri Kiai Haji Achmad Siddiq Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/jptpd.v1i2.35

Abstract

Penelitian Tindakan Kelas (PTK) ini bertujuan meningkatkan hasil belajar siswa dalam Pendidikan Agama Islam dan Budi Pekerti melalui model pembelajaran role playing pada materi zakat fitrah di kelas V SD Negeri 2 Kalimas, Besuki, Situbondo. Penelitian dilaksanakan dalam dua siklus, terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 10 siswa kelas V. Data dikumpulkan melalui tes hasil belajar, observasi, dan dokumentasi, lalu dianalisis secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa model role playing mampu meningkatkan pemahaman siswa terhadap materi zakat fitrah serta kemampuan simulasi proses pembayaran zakat fitrah. Pada siklus I, skor rata-rata ketuntasan belajar mencapai 79,5 dan meningkat menjadi 87,5 pada siklus II. Ini menunjukkan bahwa model role playing efektif dalam meningkatkan hasil belajar pada materi zakat fitrah. This Classroom Action Research (CAR) aims to improve student learning outcomes in Islamic Education and Character Development by implementing the role-playing model on the topic of zakat fitrah for fifth-grade students at SD Negeri 2 Kalimas, Besuki, Situbondo. The study was conducted in two cycles, each consisting of planning, implementation, observation, and reflection. The participants were 10 fifth-grade students. Data was collected through learning achievement tests, observation, and documentation, and analyzed using descriptive qualitative and quantitative methods. The results show that the role-playing model enhances students’ understanding of zakat fitrah and their ability to simulate the process of zakat payment accurately. In Cycle I, the mastery score reached 79,5, which increased to 87,5 in Cycle II. This indicates that the role-playing model is effective in improving learning outcomes on zakat fitrah material.