Claim Missing Document
Check
Articles

Found 2 Documents
Search

Sinergi Pendidikan Islam dan Keluarga dalam Pembentukan Kepribadian Anak Kelas 3 di SDIT Al Munadi Muthmainnah, Kamilia; Tsabitah, Sultan; Siregar, Pani Akhiruddin
Jurnal Nirta : Inovasi Multidisiplin Vol 4 No 2 (2025): Jurnal Nirta : Studi Inovasi
Publisher : Nirta Learning Centre

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengkaji sinergi antara pendidikan Islam di sekolah dan pendidikan keluarga dalam membentuk kepribadian Islami pada anak kelas 3 di SDIT Al Munadi. Penelitian menggunakan metode studi kasus dengan teknik wawancara kepada siswa, orang tua, dan guru. Hasil penelitian menunjukkan bahwa pembentukan kepribadian anak berlangsung efektif melalui pembiasaan nilai-nilai Islam baik di sekolah maupun di rumah. Sinergi ini mendukung perkembangan karakter anak, meskipun tantangan seperti perbedaan latar belakang keluarga tetap ada
Penerapan Metode Permainan Edukatif untuk Meningkatkan Minat Belajar Siswa pada Mata Pelajaran PAI di Kelas X-I SMA Ar Rahman Muthmainnah, Kamilia; Ginting, Nurman
Journal of Sustainable Education Vol. 2 No. 3 (2025): September 2025
Publisher : EL-EMIR Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63477/jose.v2i3.340

Abstract

This study focuses on optimizing student enthusiasm in learning Islamic Religious Education (PAI) through the application of game-based learning strategies using digital technology such as Gimkit, Wordwall, Educaplay, and Bambiez. This research uses the Classroom Action Research (CAR) approach with the Kemmis & McTaggart model, conducted in two cycles, with 20 students from class X-1 of Ar Rahman High School as research subjects in the odd semester of the 2025/2026 academic year. Data was collected through learning interest observation sheets and field notes, then analyzed quantitatively using learning interest score percentages and qualitatively through descriptive analysis of changes in student behavior. The results showed an increase in the average learning interest from 72% in cycle I to 86% in cycle II, with the highest increase in the questioning activity indicator, from 65% to 82%. Thus, the application of digital educational games proved to be effective in creating a pleasant Islamic Education learning atmosphere, increasing motivation, and strengthening students' learning interest.