cover
Contact Name
Jhoni Warmansyah
Contact Email
jhoniwarmansyah@uinmybatusangkar.ac.id
Phone
+6285274614119
Journal Mail Official
jies@uinmybatusangkar.ac.id
Editorial Address
Jl. Jenderal Sudirman No.137, Limo Kaum, Kec. Lima Kaum, Kabupaten Tanah Datar, Sumatera Barat 27217
Location
Kab. tanah datar,
Sumatera barat
INDONESIA
Journal of Islamic Education Students
ISSN : 27970116     EISSN : 27970108     DOI : http://dx.doi.org/10.31958/jies
Core Subject : Education,
Journal of Islamic Education Students (JIES) with ISSN 2797-0108 (Online) and 2797-0116 (Print), published by the Faculty of Education and Teacher Training of Universitas Islam Negeri Mahmud Yunus batusangkar. Journal of Islamic Education Students (JIES) is published twice a year; in May and November. The manuscript will be reviewed by at least two reviewers prior to publishing. It is a double-blind review process. The first edition of JIES will publish in 2021.
Articles 10 Documents
Search results for , issue "Vol 5, No 1 (2025): Inpress" : 10 Documents clear
Enhancing Imagination Through Finger Painting Activities in 5-6 Year Olds Rohali, Alia; Sitorus, Masganti
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14018

Abstract

The development of imagination in early childhood is crucial for supporting creativity and cognitive abilities. This study aims to enhance the imagination of children aged 5-6 years through the finger painting activities using Classroom Action Research (CAR) with two cycles, involving 15 children aged 4-6 years as subjects. Initial observations revealed that most children were in the "not yet developed" category. In Cycle I, free experimentation with finger painting improved their status to "starting to develop" and "developing as expected." In Cycle II, structured instructions and more varied colors resulted in most children reaching the "developing as expected" category. Finger painting proved effective in fostering imagination, creativity, and confidence in early childhood.   
Unveiling the Role of Smart Pinwheel Media in Supporting Alphabet Recognition Among 4-5-Year Olds Suhada MR, Safna; Hanum, Rafidhah
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14014

Abstract

This study aims to analyze the use of smart pinwheel media in helping children aged 4–5 years recognize alphabet letters. The research was conducted at RA Al-Ikhsan, Banda Aceh, with samples selected using purposive sampling techniques. The research method employed was qualitative, with interviews conducted with teachers as the primary data source. Data were analyzed descriptively in a narrative form. The findings show that smart pinwheel media is effective in increasing children's interest and enthusiasm in learning alphabet letters. Additionally, the media supports children's development in letter recognition, particularly in pronunciation and the ability to associate letters with words that begin with those letters. However, several challenges were identified, including a lack of interest among some children and technical difficulties in using the media. Therefore, support from schools and training for teachers are crucial to optimizing the use of this media. 
The Impact of Game-Based Learning Science for Kids on the Development of Logical Thinking in Children Aged 5-6 Years Nur Fadilah, Siti; Fitri, Ruqoyyah; Matheos Lasarus Malaikosa, Yes; Kristanto, Andi; Dewi, Utari; Jannah, Miftakhul
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14821

Abstract

This study aims to examine the effectiveness of game-based Learning Science for Kids in developing logical thinking skills in children aged 5-6 years. The study involved 17 children as subjects, with data collected through observation sheets. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design, which analyzes the impact of an intervention under controlled conditions using the N-gain test. The results indicate that the average N-gain score obtained was 0.731, categorized as high (g > 0.7). These findings suggest that game-based Learning Science for Kids is highly effective in enhancing children's logical thinking skills. Therefore, this learning model can serve as an effective alternative for strengthening logical thinking abilities in children aged 5-6 years.
The Impact of STEAM Learning with Loose Parts on the Cognitive and Artistic Development of Children Aged 5-6 Years Isnariyati, Eny; Khotimah, Nurul; Setyowati, Sri; Hasibuan, Rachma; Matheos Lasarus Malaikosa, Yes; Fitri, Ruqoyyah
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14822

Abstract

This study aims to analyze the effect of STEAM learning using Loose Parts on the cognitive and artistic abilities of children aged 5-6 years. The research employs a quantitative approach with a Quasi-Experimental Design. The subjects consist of 48 children divided into experimental and control groups. Hypothesis testing was conducted using the Mann-Whitney U Test, yielding a p-value of < 0.001 (α = 0.05), indicating a significant difference between the two groups. The findings confirm that STEAM learning with Loose Parts has a positive impact on enhancing young children's cognitive and artistic abilities. This approach not only stimulates creativity and problem-solving skills but also improves logical thinking and artistic expression. Therefore, integrating Loose Parts into STEAM learning can be an effective strategy for optimizing early childhood development.
Enhancing Imagination Through Finger Painting Activities in 5-6 Year Olds Rohali, Alia; Sitorus, Masganti
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14018

Abstract

The development of imagination in early childhood is crucial for supporting creativity and cognitive abilities. This study aims to enhance the imagination of children aged 5-6 years through the finger painting activities using Classroom Action Research (CAR) with two cycles, involving 15 children aged 4-6 years as subjects. Initial observations revealed that most children were in the "not yet developed" category. In Cycle I, free experimentation with finger painting improved their status to "starting to develop" and "developing as expected." In Cycle II, structured instructions and more varied colors resulted in most children reaching the "developing as expected" category. Finger painting proved effective in fostering imagination, creativity, and confidence in early childhood.   
Unveiling the Role of Smart Pinwheel Media in Supporting Alphabet Recognition Among 4-5-Year Olds Suhada MR, Safna; Hanum, Rafidhah
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14014

Abstract

This study aims to analyze the use of smart pinwheel media in helping children aged 4–5 years recognize alphabet letters. The research was conducted at RA Al-Ikhsan, Banda Aceh, with samples selected using purposive sampling techniques. The research method employed was qualitative, with interviews conducted with teachers as the primary data source. Data were analyzed descriptively in a narrative form. The findings show that smart pinwheel media is effective in increasing children's interest and enthusiasm in learning alphabet letters. Additionally, the media supports children's development in letter recognition, particularly in pronunciation and the ability to associate letters with words that begin with those letters. However, several challenges were identified, including a lack of interest among some children and technical difficulties in using the media. Therefore, support from schools and training for teachers are crucial to optimizing the use of this media. 
The Impact of Game-Based Learning Science for Kids on the Development of Logical Thinking in Children Aged 5-6 Years Nur Fadilah, Siti; Fitri, Ruqoyyah; Matheos Lasarus Malaikosa, Yes; Kristanto, Andi; Dewi, Utari; Jannah, Miftakhul
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14821

Abstract

This study aims to examine the effectiveness of game-based Learning Science for Kids in developing logical thinking skills in children aged 5-6 years. The study involved 17 children as subjects, with data collected through observation sheets. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design, which analyzes the impact of an intervention under controlled conditions using the N-gain test. The results indicate that the average N-gain score obtained was 0.731, categorized as high (g > 0.7). These findings suggest that game-based Learning Science for Kids is highly effective in enhancing children's logical thinking skills. Therefore, this learning model can serve as an effective alternative for strengthening logical thinking abilities in children aged 5-6 years.
The Impact of STEAM Learning with Loose Parts on the Cognitive and Artistic Development of Children Aged 5-6 Years Isnariyati, Eny; Khotimah, Nurul; Setyowati, Sri; Hasibuan, Rachma; Matheos Lasarus Malaikosa, Yes; Fitri, Ruqoyyah
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14822

Abstract

This study aims to analyze the effect of STEAM learning using Loose Parts on the cognitive and artistic abilities of children aged 5-6 years. The research employs a quantitative approach with a Quasi-Experimental Design. The subjects consist of 48 children divided into experimental and control groups. Hypothesis testing was conducted using the Mann-Whitney U Test, yielding a p-value of < 0.001 (α = 0.05), indicating a significant difference between the two groups. The findings confirm that STEAM learning with Loose Parts has a positive impact on enhancing young children's cognitive and artistic abilities. This approach not only stimulates creativity and problem-solving skills but also improves logical thinking and artistic expression. Therefore, integrating Loose Parts into STEAM learning can be an effective strategy for optimizing early childhood development.
Audio Visual Media to Enhance Student Learning Outcomes in Aqidah Akhlak Yus, Sulhan; Zubaidah, Zubaidah; Suraiya, Suraiya; Mardhiah, Ainal; Nurbayani, Nurbayani; Nisak M. Isa, Qudwatin
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.13825

Abstract

Audio-visual media constitutes a pivotal instructional tool that facilitates the achievement of learning objectives through enhanced student engagement and comprehension. This study aims to examine the comparative effectiveness of storytelling methods and audio-visual media in improving student learning outcomes in the subject of Aqidah Akhlak. Employing a classroom action research approach, data were collected through documentation, observation, and the administration of pre-tests and post-tests. The findings reveal that the storytelling method led to a 20% improvement in student performance, whereas the implementation of audio-visual media resulted in a 90% increase in learning outcomes. These results underscore the superior efficacy of audio-visual media in reinforcing conceptual understanding and fostering meaningful learning experiences among students.
Blooket as a Gamification Tool in Aqidah Akhlak Learning: Implications for Student Outcomes Daud Pisba, Syauqi Musfirah; Rahmanto, Muhammad Arifin
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14778

Abstract

This study aims to examine the effect of using Blooket-based gamification media on student learning outcomes and to compare its effectiveness with Google Form media. The research method employed is a quasi-experimental design with a nonequivalent control group, involving an experimental group using Blooket media and a control group using Google Form media. Data were collected through pretest and posttest with 9 items to assess student learning outcomes. The results show that Blooket media significantly improved student learning outcomes, with a significance value of 0.000 (p < 0.05). These findings suggest that Blooket media can effectively enhance cognitive learning outcomes and can be used as an innovative alternative in gamification-based learning.

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