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PENGARUH PENERAPAN MEDIA PEMBELAJARAN IPA BERBASIS 3D TERHADAP HASIL BELAJAR SISWA KELAS V SD Septiana, Nanda; Nur Fadhilah, Mutik
Al-Adawat : Jurnal Pendidikan Madrasah Ibtidaiyah Vol. 3 No. 02 (2024): AGUSTUS
Publisher : PGMI UNHASY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/aldawat.v3i02.6986

Abstract

The study aim to describe the effect of implementating 3D based sicence learning media on the laerning outcames of fifth grade elementary school students. The research method used is, experimental with a one group pretest-postest only design. The population in this study consisted of all elementary school students residing in Toronan, with fifth grade students selected as the sample using random sampling. The research instrument was a learning outcome test, anda data were analyzed using a t-test to measure the significance pf the impact. The result showed that 3D media had a significant effect pn improving students learning outcomes in science subjects, with a significance value of 0,000<0,05. This media helps students understand  abstract concepts more concretely, enchancing comprehension and is recommended as an affective alternative in science learning for fifth grade classes
Tes Pilihan Ganda Berbantuan Media Quizizz sebagai Alat Evaluasi Pembelajaran Teks Iklan, Slogan, dan Poster pada Siswa Kelas VIII Moh. Toharuddin Arifin; Rika Maulinda; Mutik Nur Fadhilah
DEIKTIS: Jurnal Pendidikan Bahasa dan Sastra Vol. 5 No. 4 (2025)
Publisher : Perkumpulan Dosen Muslim Indonesia - Sulawesi Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53769/deiktis.v5i4.2404

Abstract

Penelitian ini membahas penerapan Tes Pilihan Ganda Berbantuan Quizizz sebagai alat evaluasi pembelajaran teks iklan, slogan, dan poster pada siswa kelas VIII SMP Ma'arif 4 Pamekasan berbasis pesantren Tujuan penelitian ini adalah mendeskripsikan pelaksanaan evaluasi berbantuan media digital Quizizz serta memahami keterlibatan siswa dalam kegiatan evaluasi kolaboratif menggunakan smart TV dengan satu gawal per kelompok Penelitian ini menggunakan metode deskriptif kualitatif dengan teknik pengumpulan data melalui observasi. Hasil penelitian menunjukkan bahwa pelaksanaan evaluasi menggunakan Quizizz menciptakan suasana belajar yang interaktif kolaboratif, dan menyenangkan Unsur permainan dalam aplikasi seperti poin dan leaderboard meningkatkan motivasi serta partisipasi siswa Dua kelompok menjawab benar seluruh soal, sedangkan satu kelompok hanya salah dua menandakan efektivitas media ini dalam memperkuat pemahaman materi Dapat disimpulkan bahwa penggunaan Quizizz merupakan inovasi evaluasi yang adaptif kolaboratif dan efektif di lingkungan pesantren.
Penguatan Karakter Religius dan Cinta Tanah Air bagi Anak Pekerja Migran Indonesia di Sanggar Bimbingan Ampang Selangor Malaysia Mutik Nur Fadhilah; Suwantoro Suwantoro; Rasidi Rasidi; Novem Sri Wahyuni; Wardatul Basyra; Rina Paramita; Siswanto Siswanto; Ahmad Fawaid; Muliatul Maghfiroh; Jamiluddin Usman
ABDI: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 7 No 2 (2025): Abdi: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : Labor Jurusan Sosiologi, Fakultas Ilmu Sosial, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/abdi.v7i2.1116

Abstract

Realita di lapangan menunjukkan bahwa rasa cinta tanah air di kalangan masyarakat Indonesia, khususnya generasi milenial hingga generasi platinum, saat ini mengalami krisis identitas nasional. Tantangan ini semakin besar dihadapi oleh anak-anak pekerja migran Indonesia yang tinggal di luar negeri, seperti di Malaysia, yang memiliki keterbatasan akses terhadap pendidikan karakter berbasis nilai religius dan nasionalisme. Program Penguatan Karakter Religius dan Cinta Tanah Air bagi Anak Pekerja Migran Indonesia di Sanggar Bimbingan Ampang Selangor Malaysia dirancang untuk menjawab permasalahan tersebut. Program ini menggunakan pendekatan Asset-Based Community Development (ABCD), yang berfokus pada identifikasi, mobilisasi, dan pemanfaatan potensi serta aset komunitas. Pelaksanaan program dilakukan dalam lima tahap: identifikasi aset, pembentukan kemitraan, pendidikan dan pelatihan, penerapan, serta evaluasi. Evaluasi program dilakukan melalui pre-test, post-test, observasi, dan wawancara. Hasil penelitian menunjukkan peningkatan signifikan dalam karakter religius anak, yang tercermin dari peningkatan stabilitas emosional, penguatan identitas budaya, pemahaman moral dan etika, serta dukungan sosial yang lebih baik. Sementara itu, karakter cinta tanah air anak juga meningkat, ditandai dengan pemahaman yang lebih kuat terhadap identitas nasional, kebanggaan dan loyalitas terhadap bangsa, integrasi sosial di lingkungan komunitas migran, serta motivasi untuk berkontribusi bagi bangsa Indonesia di masa depan. Partisipasi aktif orang tua, guru, pengelola sanggar, dan KBRI Malaysia menjadi faktor kunci keberhasilan program. Selain memberikan dampak jangka pendek, program ini juga berpotensi berkelanjutan melalui integrasi modul penguatan karakter dalam kurikulum sanggar dan terbentuknya forum orang tua. Model ini direkomendasikan untuk direplikasi di komunitas pekerja migran Indonesia di negara lain sebagai upaya strategis membangun karakter bangsa di era globalisasi.
Pemanfaatan Gamifikasi dalam Ekopedagogi untuk Meningkatkan Keterampilan Membaca dan Menulis Anak Nanda Septiana; Mutik Nur Fadhilah
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2024: SPECIAL EDITION: LALONGET V
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.17198

Abstract

Ecopedagogy offers an approach to the importance of sustainable education, to raise critical awareness of environmental impacts. Through the integration of game elements, such as challenges, points, and rewards, in learning that focuses on environmental themes, this study aims to increase students' motivation and engagement in the learning process related to children's reading and writing. This research method uses a literature study, which involves analyzing relevant literature, including scientific articles, books, and recent research reports. This method allows for the exploration of information on how gamification can be applied to improve literacy skills, as well as how social interaction in game-based activities can strengthen students' understanding of learning materials. The results showed that students who participated in gamification activities experienced significant improvements in reading and writing skills, and were more motivated and engaged in learning. Collaboration between students can strengthen their sense of responsibility for the environment, and improve critical thinking skills. These findings suggest that the integration of gamification in ecopedagogy can create a more holistic and effective learning experience, contributing to the development of literacy as well as environmental awareness. This article provides recommendations for educators to integrate gamification into the curriculum as a tool to create more interactive, engaging, and relevant learning in the modern era.
Promoting Sustained Learning through Critical Thinking Pedagogies: A Comparative Study of Singapore and Indonesia Mutik Nur Fadhilah; Mohamad Nurahman
Entita: Jurnal Pendidikan Ilmu Pengetahuan Sosial dan Ilmu-Ilmu Sosial Special Edition: Renaisans 2nd International Conference of Social Studies
Publisher : UIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ejpis.v2i.24485

Abstract

This study aims to comparatively analyze critical thinking pedagogies in Singapore and Indonesia by examining how primary school teachers within the frameworks of Teach Less, Learn More (TLLM) and the Kurikulum Merdeka design and implement instruction that deliberately directs students to think critically. The research employs a qualitative approach with a cross- national descriptive-comparative design, involving two teachers from Singapore and five teachers from Indonesia as participants. Data were collected through semi-structured interviews, classroom observations, and analysis of policy and curriculum documents, and were then analyzed using thematic analysis focusing on strategies of content reduction, the design of authentic tasks and projects, the use of higher-order questioning and argumentative discussion, as well as the facilitation of students’ metacognitive reflection. The findings indicate that both TLLM and the Kurikulum Merdeka possess strong potential to foster critical thinking skills; however, teachers in Singapore are more consistent in operationalizing these principles in classroom practice through deep, dialogic, and reflective learning, whereas teachers in Indonesia are still in a transitional phase from traditional teaching patterns toward pedagogies that are genuinely oriented toward critical thinking
Pemanfaatan Gamifikasi dalam Ekopedagogi untuk Meningkatkan Keterampilan Membaca dan Menulis Anak Nanda Septiana; Mutik Nur Fadhilah
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2024: SPECIAL EDITION: LALONGET V
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.17198

Abstract

Ecopedagogy offers an approach to the importance of sustainable education, to raise critical awareness of environmental impacts. Through the integration of game elements, such as challenges, points, and rewards, in learning that focuses on environmental themes, this study aims to increase students' motivation and engagement in the learning process related to children's reading and writing. This research method uses a literature study, which involves analyzing relevant literature, including scientific articles, books, and recent research reports. This method allows for the exploration of information on how gamification can be applied to improve literacy skills, as well as how social interaction in game-based activities can strengthen students' understanding of learning materials. The results showed that students who participated in gamification activities experienced significant improvements in reading and writing skills, and were more motivated and engaged in learning. Collaboration between students can strengthen their sense of responsibility for the environment, and improve critical thinking skills. These findings suggest that the integration of gamification in ecopedagogy can create a more holistic and effective learning experience, contributing to the development of literacy as well as environmental awareness. This article provides recommendations for educators to integrate gamification into the curriculum as a tool to create more interactive, engaging, and relevant learning in the modern era.
IMPLICATIONS OF SCOUNTING EXTRACURRICULARS IN FORMING PANCASILA STUDENT PROFILES OF MI AN NAWARI SUMENEP STUDENTS Mutik Nur Fadhilah; Ummas Sailamah; Ahmad Fawaid
MUBTADI: Jurnal Pendidikan Ibtidaiyah Vol. 5 No. 1 (2023)
Publisher : UIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/mubtadi.v5i1.9089

Abstract

This research aims to describe the scout extracurricular process in forming a profile of Pancasila students and the implications of scouting extracurriculars in forming a profile of Pancasila students. This study uses field research methods with a qualitative approach. Researchers obtained data sources in two ways, namely primary and secondary data sources, with data collection procedures through interviews, observation, and documentation. The research subjects were the head of the madrasa, scout coaches, and several student members of the scouts. The results of the research on the scout extracurricular process in forming a profile of Pancasila students, include: 1) scouting activities, 2) delivery of material in class by scout coaches, 3) scouting practice outside the classroom and in the outdoors using the scout learning team system method. The implications of scouting extracurriculars in shaping the profile of Pancasila students include: 1) Students are present on time, work on and complete assignments in a timely manner according to what has been given by the teacher and scout coaches; 2) Students show politeness, don't say harsh words, obey the rules; 3) Participants show self-confidence; 4) Students throw trash in its place; 5) Students recite a prayer.
COMPARISON OF CHARACTER EDUCATION IN THE EDUCATION CURICULUM IN INDONESIA AND MALAYSIA Mutik Nur Fadhilah; Ahmad Fawaid; Rina Sulthanul Basyirah; Abdul Kowi; Peni Susapti; Danang Prastyo; Heny Triyaningsih
MUBTADI: Jurnal Pendidikan Ibtidaiyah Vol. 5 No. 2 (2024)
Publisher : UIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/mubtadi.v5i2.12481

Abstract

The aim of this research is to determine the comparison of character education in the education curriculum in Indonesia and Malaysia. Malaysia used to learn science from Indonesia, because there were many educational experts in Indonesia. However, currently Indonesian citizens are flocking to study in Malaysia. This indicates that there is rapid progress in Malaysia and a setback in the education system in Indonesia. Madrasah Manbaul Uloom Malaysia gives us an idea of ​​the differences in character education implemented in the educational curriculum in Indonesia. This research method is qualitative, with a descriptive research type. The researcher's presence is as an informant as well as collecting data. Data collection techniques use observation, interviews and documentation. The data analysis technique uses data reduction, data presentation and drawing conclusions. The validity of the research results uses credibility tests, transferability tests, dependability tests, and confirmability tests. Conclusions from the comparison of character education in the education curriculum in Indonesia and Malaysia, namely: 1) there are similarities in the implementation of character education, there is collaboration between teachers and students in forming character education, and there is an evaluation of character education in the education curriculum in Indonesia and Malaysia ; and 2) the difference is in the implementation of the Indonesian curriculum using two curricula (2013 curriculum and the Merdeka curriculum) and in Malaysia using a moral and ethical education curriculum; character education values ​​in Malaysia are based on moral and ethical education, while in Indonesia they are based on Pancasila values; the support system in Indonesia is the tricentre of education, the support system in Malaysia is the teacher or ustad; character education in each country (Indonesia according to the curriculum used, Malaysia according to the subjects). Thus, a comparison of character education in Indonesia (religion, nationality, integrity, cooperation, creativity) and Malaysia (morals and ethics, positive attitudes, nationality, religion, social awareness). The implications of this research for future researchers can be adjusted to the educational curriculum policies of each country in accordance with current developments
PELAKSANAAN PEMBELAJARAN AKTIVITAS JUAL BELI PADA PESERTA DIDIK KELAS 6 MI TARBIYATUL ATHFAL MELALUI METODE SOSIO DRAMA Mutik Nur Fadhilah; Fatimatus Zahrah; Nanda Septiana; Leli Lestari
MUBTADI: Jurnal Pendidikan Ibtidaiyah Vol. 6 No. 2 (2025)
Publisher : UIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/mubtadi.v6i2.18019

Abstract

Tujuan penelitian ini untuk mendeskripsikan pelaksanaan pembelajaran aktivitas jual beli dan mengetahui efektivitas penggunaan metode sosio drama dalam pembelajaran aktivitas jual beli pada peserta didik kelas 6 MI Tarbiyatul Athfal. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian deskriptif. Data primer dalam penelitian ini diperoleh dari wawancara dengan Kepala Sekolah, guru, dan siswa sebagai sumber data utama. Sementara itu, data sekunder meliputi dokumen-dokumen seperti data guru, data siswa, catatan kegiatan, serta dokumen lain yang relevan dengan objek penelitian. Analisis data dilakukan secara sistematis melalui langkah-langkah pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Pelaksanaan pembelajaran aktivitas jual beli dengan metode sosio drama di kelas 6 MI Tarbiyatul Athfal telah terbukti efektif dalam meningkatkan pemahaman siswa terhadap konsep ekonomi dasar, keterampilan sosial, serta nilai-nilai karakter seperti kejujuran dan tanggung jawab. Hasil positif berupa peningkatan keterlibatan siswa hingga 85% dan pemahaman transaksi hingga 80%. Meskipun masih terdapat tantangan dalam pendampingan siswa yang memerlukan bimbingan khusus, diversifikasi skenario dan pelatihan tambahan di masa mendatang dapat memperkuat keberhasilan metode ini sebagai pendekatan pembelajaran yang inovatif dan relevan. Dengan demikian, metode sosio drama tidak hanya meningkatkan kualitas pembelajaran di MI Tarbiyatul Athfal, tetapi juga memberikan kontribusi positif terhadap pengembangan kompetensi siswa dalam kehidupan sehari-hari.
TEACHERS STRATEGIES FOR FOSTERING CREATIVITY THROUGH THREE-DIMENSIONAL ARTS LEARNING IN ELEMENTARY SCHOOL Mutik Nur Fadhilah
MUBTADI: Jurnal Pendidikan Ibtidaiyah Vol. 8 No. 1 (2026)
Publisher : UIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/mubtadi.v8i1.25127

Abstract

This study aims to analyze teachers’ strategies in developing students’ creativity through three-dimensional visual arts learning in elementary schools. This research employed a qualitative approach with a descriptive case study design. The research population consisted of teachers and students involved in Arts, Culture, and Crafts (SBdP) learning at the elementary school level. The sample or research informants were selected purposively, consisting of an SBdP teacher or classroom teacher, fourth-grade students, and the principal or classroom teacher as supporting informants. The research instruments included observation guidelines, interview guidelines, and documentation sheets. Analysis involved data condensation, thematic coding, construction of finding matrices, cross-source comparison, and conclusion verification. Six interrelated strategies were identified: idea stimulation, exploration of media and materials, project-based learning, guidance during the creative process, motivation and appreciation, and evaluation of both process and product. These strategies supported fluency and flexibility; originality remained uneven, while elaboration became more visible after teacher scaffolding. Supporting conditions included student enthusiasm, guided freedom of expression, and accessible materials, whereas constraints included limited tools, time, practice space, and confidence. The study contributes a “guided creative autonomy” framework that links six teacher strategies to fluency, flexibility, originality, and elaboration, offering a practical basis for designing three-dimensional art learning.