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Penerapan Pembelajaran Berbasis Proyek Pada Mata Pelajaran Fiqih dalam Meningkatkan Keterampilan Sosial Siswa Kelas IX MTs YPI Delitua Choiriah, Rara; Akhir , Muhammad; Siagian, Zainidah
EDU SOCIETY: JURNAL PENDIDIKAN, ILMU SOSIAL DAN PENGABDIAN KEPADA MASYARAKAT Vol. 5 No. 3 (2025): Oktober 2025 - Januari 2026
Publisher : Association of Islamic Education Managers (Permapendis) Indonesia, North Sumatra Province

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56832/edu.v5i3.1800

Abstract

Penelitian ini bertujuan untuk mendeskripsikan penerapan pembelajaran berbasis proyek pada mata pelajaran Fiqih dalam meningkatkan keterampilan sosial siswa kelas IX MTs YPI Delitua. Metode penelitian yang digunakan adalah penelitian lapangan dengan pendekatan kualitatif. Teknik pengumpulan data meliputi observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pembelajaran berbasis proyek mampu meningkatkan pemahaman siswa terhadap materi pembelajaran seperti penyembelihan hewan, qurban, dan aqiqah serta berdampak positif pada keterampilan sosial siswa, termasuk kemampuan komunikasi, kerja sama, empati, pengendalian diri, pemecahan masalah, tanggung jawab, dan kepemimpinan. Kendala yang dihadapi adalah keterbatasan waktu dan fasilitas, namun secara keseluruhan model ini efektif dalam mengembangkan keterampilan sosial dan pemahaman materi secara komprehensif.
Development of Educational Game Based on Canva Application on Reading Comprehension Skills of Fifth Grade Elementary School Students: Pengembangan Media Game Edukatif Berbasis Aplikasi Canva pada Aspek Keterampilan Membaca Pemahaman Siswa Kelas V Sekolah Dasar Apriana, Maulidya; Akhir , Muhammad; Adam, Andi
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.10959

Abstract

General Background: Reading comprehension is a fundamental skill in primary education, influencing students' academic performance across subjects. Specific Background: However, traditional teaching methods often fail to engage students effectively, particularly in Indonesian language classes. Knowledge Gap: Limited use of interactive and technology-based learning media contributes to low reading comprehension outcomes among elementary students. Aims: This study aims to develop and evaluate an educational game based on Canva to enhance reading comprehension skills of grade V students at SDN Sungguminasa V. Results: Utilizing the Borg & Gall development model, the research involved stages from needs analysis to product refinement. The resulting Canva-based educational game was validated by experts with a feasibility score of 97%, showed high practicality with an implementation score of 95.83% and positive teacher feedback (91.66%), and demonstrated strong effectiveness through student responses (99.16%) and significant score improvement from 35.83% (pretest) to 90% (posttest). Novelty: This study presents a novel integration of Canva as a platform for developing subject-specific educational games tailored to primary students’ cognitive levels.Implications: The findings highlight the potential of Canva-based educational games as effective, feasible, and engaging media to support reading comprehension in Indonesian language instruction. Highlights: Enhances student engagement through interactive learning. Significantly improves reading comprehension scores. Validated as highly feasible, practical, and effective. Keywords: Educational Game, Canva, Reading Comprehension, Elementary School