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The Development of Fiqh Teaching Materials with English-Language Visuals Based on Google Sites Siti Rahma Dongoran; Muhammad Darwis Dasopang; Hamka Hamka
JRTI (Jurnal Riset Tindakan Indonesia) Vol. 10 No. 1 (2025): JRTI (Jurnal Riset Tindakan Indonesia)
Publisher : IICET (Indonesian Institute for Counseling, Education and Therapy)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/30035951000

Abstract

The delivery of monotonous and less varied material, as well as the limited availability of teaching materials that can integrate technology and visualizations in a foreign language, has become an obstacle in improving students' motivation and understanding. Therefore, it is necessary to develop innovative, interactive, and relevant teaching materials that meet the needs of students in the digital era. The use of Google Sites-based media, equipped with images in English, is expected to enrich the learning experience and increase students' interest in understanding Fiqh material. This study aims to develop Fiqh teaching materials based on Google Sites equipped with English-language images, and to examine the feasibility and effectiveness of these materials in the learning process at MTsN 1 Padangsidimpuan. This research employed a Research and Development (R&D) method using the 4D development model, which consists of the Define, Design, Develop, and Disseminate stages. The results of the study indicate that the developed teaching materials received an excellent rating from media experts, material experts, and language experts with an average feasibility percentage of 93.78%. Statistical tests showed a P-value of 0.0000, indicating that the use of Google Sites-based teaching materials had a significant impact on improving students' learning outcomes. Positive student responses also supported this finding, as they felt that the learning process became more interesting, easily accessible, and helped them better understand the material. These teaching materials contribute significantly to providing innovative, effective Fiqh learning media that also support the strengthening of foreign language literacy in the context of madrasah education.
Pengembangan Media Gamifikasi Menggunakan Scratch untuk Meningkatkan Computational Thinking Skill pada Materi Ipas Siswa Kelas V Sdn 100619 Janjimanaon Safrina Harahap; Safril Abidin Hasibuan; Wahyuni Safitri Burhan; Hamka Hamka
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 6 No. 2 (2026): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v6i2.4508

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis gamifikasi menggunakan Scratch guna meningkatkan kemampuan computational thinking pada materi Ilmu Pengetahuan Alam dan Sosial (IPAS) siswa kelas V SDN 100619 Janjimanaon. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri atas 25 siswa kelas V SDN 100619 Janjimanaon. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket, dan tes kemampuan computational thinking. Hasil penelitian menunjukkan bahwa media gamifikasi berbasis Scratch memperoleh tingkat kelayakan sebesar 92,5% dari ahli materi dan 94,2% dari ahli media dengan kategori sangat layak. Hasil angket respon siswa menunjukkan persentase sebesar 91,6% dengan kategori sangat baik. Selain itu, penggunaan media gamifikasi berbasis Scratch mampu meningkatkan kemampuan computational thinking siswa yang ditunjukkan oleh peningkatan nilai rata-rata pretest dari 58,4 menjadi 84,2 pada posttest. Hasil analisis N-Gain sebesar 0,62 termasuk dalam kategori sedang. Peningkatan juga terlihat pada kemampuan pemecahan masalah, berpikir logis, dan partisipasi aktif siswa selama proses pembelajaran. Berdasarkan hasil tersebut, media gamifikasi berbasis Scratch efektif digunakan sebagai inovasi pembelajaran IPAS untuk meningkatkan kemampuan computational thinking siswa sekolah dasar.