cover
Contact Name
Muh. Zulkifli
Contact Email
almujahidahjurnalpgmi@gmail.com
Phone
+6281805503485
Journal Mail Official
muhzulkifli2310@iaihnw-lotim.ac.id
Editorial Address
Jln. Raya Mataram - Lb. Lombok Km. 49 Anjani Kecamatan Suralaga Kabupaten Lombok Timur NTB
Location
Kab. lombok timur,
Nusa tenggara barat
INDONESIA
Al-Mujahidah : Jurnal Pendidikan Guru Madrasah Ibtidaiyah
ISSN : 27743314     EISSN : 27750841     DOI : https://doi.org/10.51806/al-mujahidah.v2i1
Core Subject : Education,
Al-Mujahidah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah ini diterbitkan oleh Program Studi Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah IAI Hamzanwadi NW Lombok Timur sebagai media untuk menyalurkan pemahaman tentang infomasi berupa artikel maupun hasil penelitian lapangan. Jurnal ini diterbitkan dua kali dalam setahunya itu pada bulan April dan Oktober. Redaksi menerima naskah yang belum pernah diterbitkan dalam media lain dari dosen, peneliti, mahasiswa maupun praktisi. Naskah yang masuk akan dievaluasi dan disunting untuk keseragaman format, istilah dan tata cara lainnya.
Arjuna Subject : Umum - Umum
Articles 191 Documents
MENINGKATKAN PEMAHAMAN KONSEP PERKALIAN BILANGAN CACAH MELALUI PERMAINAN EDUKATIF ULAR TANGGA MATA PELAJARAN MATEMATIKA PADA SISWA KELAS III Qiztia Zalwa A. Moito; Fatimah Djafar; Febry Rizki Susanti Kalaka
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.460

Abstract

Research This research aims to describe the application of educational games of snakes and ladders in improving the understanding of the concept of multiplication of whole numbers in mathematics subjects for third-grade students at the Muhammadiyah Pone Private Islamic Elementary School in West Limboto. This type of research is a classroom action research of third-grade students totaling 26 people. The object of this research is the application of educational games of snakes and ladders to third-grade students at MIS Muhammadiyah Pone. The data analysis techniques used in this research are analysis of test results and analysis of observation results. Based on the results of Classroom Action Research that has been carried out on third-grade students at MIS Muh. Pone, it can be concluded that the use of educational games of snakes and ladders can improve students' understanding of the concept of multiplication of whole numbers in mathematics subjects. This improvement can be seen from the students' understanding that has changed after the application of educational games of snakes and ladders in the learning process. In the initial condition before the action was carried out, there were 17 students out of 26 students who had not achieved learning mastery with a percentage of 65.38%, while students who had achieved mastery were only 9 students or 34.62%. After carrying out learning activities using the educational game media snakes and ladders, the number of students who completed the game increased to 24 students or 92.31%, while students who had not completed it decreased to 2 students or 7.69%.
PENGARUH POP-UP BOOK DONGENG BERBASIS DIGITAL DALAM PEMBELAJARAN SAINS TERHADAP MINAT BELAJAR SISWA KELAS IV SD SWASTA ANNYSA Dhea Chairun Nisa; Syarifah Ainun Harahap; Layil Safitri
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.465

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh media buku pop-up dongeng berbasis digital dalam pembelajaran sains terhadap minat belajar siswa kelas empat di SD Swasta Annysa. Penelitian ini dimotivasi oleh rendahnya minat belajar siswa akibat metode pembelajaran konvensional yang kurang interaktif dan kurang menarik. Penelitian ini menggunakan pendekatan kuantitatif dengan metode kuasi-eksperimental menggunakan Rancangan Kelompok Kontrol Tidak Setara. Sampel terdiri dari 40 siswa yang dibagi menjadi kelas eksperimen dan kelas kontrol. Data dikumpulkan melalui kuesioner minat belajar yang diberikan selama kegiatan pretest dan posttest. Analisis data meliputi analisis normalitas, homogenitas, dan uji t sampel berpasangan. Hasil penelitian menunjukkan bahwa minat belajar siswa di kelas eksperimen meningkat dari 78,95 pada pretest menjadi 91,05 pada posttest. Uji hipotesis menunjukkan nilai signifikansi 0,000 < 0,05, yang menunjukkan bahwa hipotesis alternatif diterima. Oleh karena itu, media buku pop-up dongeng berbasis digital memiliki pengaruh positif dan signifikan terhadap minat belajar siswa dalam pembelajaran sains.
Analisis Model MURDER (Mood, Understand, Recall, Digest, Expand, Review) dalam Pembelajaran Pendidikan Pancasila Kelas V SD Negeri 106166 Marindal II Tahun Ajaran 2025/2026. Vita Sari Saragih; Nizmi Putri; Leni Malinda
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.471

Abstract

Penelitian ini bertujuan untuk menganalisis implementasi model pembelajaran MURDER (Mood, Understand, Recall, Digest, Expand, Review) dalam pembelajaran Pendidikan Pancasila bagi siswa kelas lima di SD Negeri 106166 Marindal II. Penelitian ini dimotivasi oleh kecenderungan guru untuk menggunakan metode pembelajaran konvensional yang membatasi partisipasi siswa dan pengembangan berpikir kritis. Penelitian ini menggunakan pendekatan deskriptif kualitatif yang melibatkan 21 siswa kelas lima, guru kelas, dan kepala sekolah sebagai partisipan penelitian. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi. Analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa implementasi model pembelajaran MURDER dilakukan secara efektif melalui enam fase pembelajaran sistematis. Model ini berhasil menciptakan lingkungan belajar yang lebih aktif, bermakna, dan berpusat pada siswa. Siswa menunjukkan peningkatan pemahaman nilai-nilai Pancasila, partisipasi aktif dalam diskusi, dan ketekunan yang lebih besar selama proses pembelajaran. Secara teoritis, penelitian ini berkontribusi pada pengembangan model pembelajaran kooperatif di pendidikan dasar, sedangkan secara praktis memberikan strategi pembelajaran alternatif bagi guru untuk meningkatkan keterlibatan siswa dalam Pendidikan Pancasila. Oleh karena itu, model pembelajaran MURDER dapat dianggap sebagai pendekatan pembelajaran yang efektif untuk meningkatkan pemahaman dan partisipasi siswa.
PENERAPAN SMART BOX HYBRID DALAM MENINGKATKAN KEMANDIRIAN BELAJAR PESERTA DIDIK PADA MATA PELAJARAN IPAS KELAS IV Indriyana Savitri Kapu; Razak Umar; Zohrawati Hiola
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.442

Abstract

This study aims to analyze the level of understanding, describe the application, determine the level of learning independence of fourth grade elementary school students on the material of Energy Changes before the application of Smart Box Hybrid teaching aids. This type of research is classroom action research. The subjects of this study were the homeroom teacher and the Science Teacher. The object of this study was students in the fourth grade Science subject at MIN 2 Gorontalo Regency consisting of 30 students in the Science subject of fourth grade at MIN 2 Gorontalo Regency consisting of 16 male and 14 female students. The data analysis techniques used in this study were analysis of test results and analysis of observation results. Based on the results of the study, it can be concluded that the application of Smart Box Hybrid on the material of energy changes provides a more interactive, interesting, and meaningful learning experience for students. This media combines visual, digital, and direct activity elements so that students are more active in participating in Science learning. After the application of Smart Box Hybrid, student independence has increased. This can be seen in the increase in completeness from the pre-cycle by 26%, increasing in cycle I to 36%, and in cycle II increasing to 90%. Thus, students' learning independence, which includes understanding the material on Energy Change, has increased in a better direction with the implementation of the Smart Box Hybrid.
PENERAPAN MEDIA PEMBELAJARAN AUDIO VISUAL UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATERI AMALAN NILAI-NILAI PANCASILA PADA SISWA KELAS V Nuriska Jr Nabar; Mujahid Damopolii; Karmila Iskandar
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.445

Abstract

This study aims to determine whether the Application of Audio Visual Learning Media Can Improve Student Learning Motivation on the Material of the Practice of Pancasila Values ​​in the Subject of Pancasila and Citizenship Education at SDN 17 Limboto. This type of research is classroom action research. The object of this study is to use Audio Visual Learning Media in Canva to improve student learning motivation on the subject of PPKn in Grade V of SDN 17 Limboto. The subjects of this study were 20 fifth grade students at SDN 17 Limboto. The data analysis techniques used in this study were analysis of test results and analysis of observation results. Based on the results of the study, it can be concluded that learning using Audio Visual learning media can improve the quality of PPKn lessons on the material of the Practice of Pancasila Values ​​for grade V of SDN 17 Limboto. Student learning outcomes before the application of Audio Visual learning media have not reached the KKTP. After the application of Audio Visual learning media, student learning outcomes have increased, which can be seen in the increase in completeness in the pre-cycle of 25%, increasing in cycle 1 to 55% and in cycle II increasing to 80%. Thus, student learning outcomes and analysis of observation sheets have increased in a better direction with the application of Audio Visual learning media.
IMPLEMENTASI PEMBELAJARAN MULOK DAS DAN DANAU BERBASIS STEAM UNTUK MENINGKATKAN KREATIVITAS SISWA KELAS V SDN 16 LIMBOTO Siti Utari Mokoagow; Razak H. Umar; Aljunaid Bakari
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.446

Abstract

This study starts from the main problem, namely "Can the implementation of STEAM-based local content learning of watersheds and lakes improve the creativity of fifth-grade students of SDN 16 Limboto?" The purpose of this study is to determine the extent to which the implementation of STEAM-based learning can improve students' creativity in the local content subject of watersheds and lakes. This study uses a classroom action research (CAR) method, with data collection techniques in the form of observation, student creativity assessment, and documentation. The results of the study showed that there was an increase in student creativity in each cycle. In cycle I, the percentage of student creativity was 44.75% with a sufficient category, then in cycle II it increased to 84.37% with a good category and had achieved the established success indicators. Based on these results, it can be concluded that the implementation of STEAM-based local content learning of watersheds and lakes can improve the creativity of fifth-grade students of SDN 16 Limboto.
MENUMBUHKAN SIKAP KEPEDULIAN LINGKUNGAN MELALUI MODEL PEMBELAJARAN PJBL BERBASIS STEAM PADA MATA PELAJARAN MUATAN LOKAL DAS & DANAU KELAS V Alya Datunsolang; Razak H. Umar; Aris Iskandar
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.447

Abstract

This research is motivated by the main problem, "Can the application of the STEAM-based PjBL learning model foster environmental awareness among fifth-grade students of SDN 24 Limboto?" The purpose of this study is to determine whether the application of the STEAM-based PjBL model can foster environmental awareness among fifth-grade students of SDN 24 Limboto. This study uses the classroom action research (CAR) method, with data collection techniques in the form of observation, questionnaires, and documentation. The object of this study is the environmental awareness of students, which is to be fostered through the application of the STEAM-based Project Based Learning (PjBL) learning model in the Local Content subject of DAS & Danau. The subjects of this study were 14 fifth-grade students of SDN 24, consisting of 9 boys and 5 girls. The results of the study showed that an increase in the percentage of students who reached the caring category when carrying out actions in cycle I, the percentage value was 79.28% and in cycle II, there was an increase with a percentage value of 99.40% and had reached the desired level of success. Based on these findings, it can be concluded that the application of the STEAM-based PjBL model can foster an attitude of environmental concern among fifth-grade students of SDN 24 Limboto.
PENGEMBANGAN MEDIA EDUKASI PEMBELAJARAN MUATAN LOKAL DAERAH ALIRAN SUNGAI DAN DANAU MODEL ADDIE PADA SISWA KELAS V Dinda Lamuda; Razak H Umar; Dewi Darmiyani Napu
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.449

Abstract

This study aims to develop educational E-Comic media in local content learning about river basins and to determine the feasibility of the media based on the assessment of material experts, language experts, design experts, teacher responses, and responses from fifth-grade students of SDN 11 Limbto. The problem found in local content learning for fifth-grade elementary school is the unavailability of educational E-Comic-based learning media that combines visual and story elements in delivering river basin material. This study uses the R&D method using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The results of the study show that the feasibility aspect of the developed educational E-Comic media obtained a validation percentage of material experts of 90%, validation of language experts of 97%, and validation of design experts of 100%. In addition, the results of the teacher response questionnaire obtained a percentage of 82% and the results of the student response questionnaire obtained a percentage of 89%. Therefore, the educational E-Comic media in local content learning about river basins that was developed is in the category of very suitable for use in learning activities in elementary schools.
MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN MENGGUNAKAN MEDIA SNADER GAME PADA MATA PELAJARAN BAHASA INDONESIA SISWA KELAS 1 SDN 21 LIMBOTO Yanawati A. Sutara; Lamsike Pateda; Dewi Darmiyani Napu
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.451

Abstract

This study aims to determine the initial reading ability and how much the initial reading ability increases using the Snader Game media in the Indonesian Language subject of grade 1 students of SDN 21 Limboto. This type of research is classroom action research. The subjects of this study were grade 1 students, with a total of 26 students. Where male students consisted of 17 and female students were 9 students. The data analysis techniques used in this study were analysis of test results and analysis of observation results. Based on the results of the study conducted over two cycles, it shows an increase in reading ability from pre-cycle to cycle II. In the pre-cycle, the percentage of student completion was 67%, then increased to 73.8% in cycle I, and reached 85.7% in cycle II. This increase shows that the use of Snader Game media can help students more easily recognize letters, arrange letters into syllables, arrange words into syllables, and can read words in their entirety. In addition, the application of Snader Game media also makes the learning process more interesting and interactive so that students are more enthusiastic about participating in reading activities. Thus, it can be concluded that the application of the Snader Game media is effective in improving the initial reading skills of grade I students.
PENINGKATAN PEMAHAMAN PESERTA DIDIK MELALUI ALAT PERAGA BERBASIS DIGITAL MATERI SISTEM PENCERNAAN MANUSIA KELAS V DI SDN 9 LIMBOTO Nurul Pratiwi Abay; Razak Umar; Sabrina Nadjib Mohamad
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.452

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat pemahaman, mendeskripsikan proses perencanaan dan mengevaluasi efektivitas peserta didik kelas V sekolah dasar pada materi sistem pencernaan manusia sebelum penerapan alat peraga berbasis digital. Jenis penelitian ini adalah penelitian tindakan kelas. Subjek penelitian ini kelas V di SDN 9 Limboto berjumlah 15 orang dengan 9 Laki-laki dan 6 Perempuan. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis hasil tes dan analisis hasil observasi. Berdasarkan hasil penelitian tindakan kelas yang dilaksanakan di kelas V SDN 9 Limboto, dapat disimpulkan bahwa penggunaan alat peraga berbasis digital terbukti efektif meningkatkan pemahaman peserta didik terhadap materi sistem pencernaan manusia. Hal ini dibuktikan dengan peningkatan nilai rata-rata kelas dari 52,6 pada pra siklus menjadi 74 pada Siklus I, dan meningkat kembali menjadi 86 pada Siklus II. Ketuntasan klasikal juga meningkat secara signifikan, dari 26,7% pada pra siklus menjadi 60% pada Siklus I, dan mencapai 86,67% pada Siklus II, dengan total peningkatan sebesar 59,97%