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Enhancing Islamic Moral Understanding and Critical Thinking through an Augmented Reality Qur’anic Storytelling Platform in Primary Education RA. Thoyyiba Firdaus; Iwan Kuswandi; M Ridwan
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 4 (2025): DECEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i4.9116

Abstract

Islamic Religious Education (IRE) aims not only to impart religious knowledge but also to cultivate students’ moral understanding and critical thinking. However, conventional Qur’anic storytelling methods often fall short in engaging students cognitively and ethically. This study investigates the effectiveness of an Augmented Reality (AR)–based Qur’anic storytelling platform in enhancing Islamic moral understanding and critical thinking among primary school students. A quasi-experimental pretest–posttest non-equivalent control group design was used with 80 sixth-grade students in Indonesia, divided equally into experimental and control groups. The experimental group received instruction through the AR-based Qur’anic storytelling platform, while the control group experienced conventional teacher-led narrative instruction. A 30-item validated instrument assessed Islamic moral understanding and critical thinking before and after the intervention. Posttest scores showed significantly higher gains in the experimental group for both Islamic moral understanding (M = 82.90) and critical thinking (M = 80.25), compared to the control group (M = 68.75 and M = 65.90, respectively). Independent t-tests confirmed these differences were statistically significant (p .001). Large effect sizes (Cohen’s d 1.90) were observed, indicating strong practical impact. Findings suggest that AR-enhanced storytelling can transform traditional moral instruction by fostering deeper engagement, reflective judgment, and higher-order thinking. This pedagogically guided use of AR offers promising implications for values-based education and supports the integration of immersive technologies into Islamic Religious Education curricula.
PENGARUH GAME-BASED LEARNING BERBANTUAN PUZZLE POHON TUBEL TERHADAP KEMAMPUAN MEMBACA PERMULAAN SISWA SEKOLAH DASAR Hosnaini Hosnaini; Framz Hardiansyah; Iwan Kuswandi
Daiwi Widya Vol 13, No 1 (2026)
Publisher : Universitas Panji Sakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37637/dw.v13i1.2898

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh model Game-Based Learning berbantuan media Puzzle Pohon Tubel terhadap kemampuan membaca permulaan siswa sekolah dasar. Penelitian menggunakan pendekatan kuantitatif dengan jenis quasi experiment melalui desain Non-Equivalent Control Group Design. Sampel penelitian terdiri atas 39 siswa kelas II SDN Pinggir Papas II yang dibagi menjadi kelompok eksperimen dan kelompok kontrol. Kelompok eksperimen memperoleh pembelajaran menggunakan model Game-Based Learning berbantuan media Puzzle Pohon Tubel, sedangkan kelompok kontrol menggunakan pembelajaran konvensional. Teknik pengumpulan data dilakukan melalui tes kemampuan membaca permulaan, observasi, angket, dan dokumentasi. Analisis data menggunakan uji normalitas, uji homogenitas, paired sample t-test, independent sample t-test, dan effect size dengan bantuan IBM SPSS Statistics 25. Hasil penelitian menunjukkan bahwa terdapat pengaruh signifikan penerapan model Game-Based Learning berbantuan media Puzzle Pohon Tubel terhadap kemampuan membaca permulaan siswa sekolah dasar dengan nilai signifikansi 0,000 < 0,05. Rata-rata kemampuan membaca permulaan siswa pada kelompok eksperimen meningkat lebih tinggi dibandingkan kelompok kontrol. Nilai effect size sebesar 1,42 menunjukkan pengaruh dalam kategori besar. Temuan penelitian menunjukkan bahwa integrasi Game-Based Learning dan media Puzzle Pohon Tubel mampu menciptakan pembelajaran membaca yang lebih aktif, interaktif, dan menyenangkan sehingga efektif meningkatkan kemampuan membaca permulaan siswa sekolah dasar.