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Agus Kistian
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aguskistian92@gmail.com
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+6285277465750
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INDONESIA
Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
ISSN : 29641039     EISSN : 29630347     DOI : 10.65946
Core Subject : Education,
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan is the scientific journal of educational research. The journal publishes articles about the research results in the field of education both in the broad sense (general education) or specific (refers to certain fields of study). Specifically, the articles published in this journal are research results that include studies on innovation in learning, teaching, curriculum, learning methods and media, education management, school management, and various technologies in education. This journal is addressed to Lecturers, Teachers, Students, Researchers, and education observers.
Arjuna Subject : Umum - Umum
Articles 66 Documents
PERAN GURU TAHFIDZ DALAM MENGUATKAN HAFALAN SANTRI DI PONDOK PESANTREN DARUSY SYAHADAH UNIT KULLIYATUL MU’ALLIMAT LITTAHFIDZIL (KMT) QUR’AN BOYOLALI Fauzah Nur 'Aini; Hidayatul Chasanah; Muhammad Isa Anshory
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/g37xs113

Abstract

Memorization of the Qur'an at Pondok Pesantren Darusy Syahadah, Unit Kulliyatul Mu’allimat Littahfidzil Qur’an Boyolali. This study employed a qualitative descriptive approach, with data collected through in-depth interviews, observation, and documentation. Research subjects included the unit head, tahfidz teachers (muhafidzah), and students (santri). The results indicate that tahfidz teachers serve as guides, motivators, evaluators, and monitors of students’ memorization progress. The tahfidz program is carried out in a structured manner through three daily halaqah sessions, group and individual muraja'ah, and periodic evaluations through MHQ (Musabaqah Hifdzil Qur’an) and tasmi’. Memorization reinforcement strategies include intensive repetition, use of mutaba’ah books, Ramadan tahfidz quarantine, and motivational programs such as Farhah bil Qur’an and takrim muthalibat. The main obstacle encountered is the lack of discipline among some students in conducting ziyadah and muraja’ah. Student success in memorization is measured not only by the quantity of verses memorized, but also by the ability to maintain consistency.
EFEKTIFITAS PENGGUNAAN WAYGROUND DALAM MENINGKATKAN HASIL BELAJAR MATERI TEKS NARASI PESERTA DIDIK KELAS III UPTD SDN MORKEPEK Syaikhan Aufi Ardiansyah; Moh. Khoiron Jaza; Frendy Trianza; Ika Dian Rahmawati
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/hgpha587

Abstract

The use of Wayground media in learning narrative texts needs to be tested for its effectiveness on the learning outcomes of third grade students at UPTD SDN Morkepek. This study aims to analyze the effectiveness of using the Wayground application to improve narrative text learning outcomes in third grade students at UPTD SDN Morkepek. The method used is quantitative with a one group pre-test post-test design. The sample consisted of 39 students taken using a saturated sampling technique. Data collection instruments included tests, semi structured interviews, and observation sheets. Data analysis was carried out interactively through data reduction, data presentation, and conclusion drawing. The results showed that the average pre-test score of students was 62.4, while the average post-test score increased to 76.8. Learning mastery based on the minimum mastery criterion of 70 increased from 56.41 percent in the pre-test to 82.05 percent in the post-test. Observations also showed that students were enthusiastic and actively engaged during learning using Wayground. Thus, the use of Wayground is proven effective in improving student learning outcomes in narrative text material. This study recommends Wayground as an interactive gamification based learning media in elementary schools.
PENERAPAN BLOOKET SEBAGAI MEDIA PEMBELAJARAN DIGITAL TERHADAP HASIL BELAJAR MATEMATIKA KELAS 5 DI SDN KRATON 3 BANGKALAN Qurrotu Aini; Cahyaningrum Cahyaningrum; Maulida Apriliska; Ika Rahmawati
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/dtf98t57

Abstract

This study emerged from the problem of low mathematics achievement, which is often linked to students’ limited participation and motivation during instruction. The study aimed to examine the effect of using the digital learning platform Blooket on competency attainment for the place value topic among fifth-grade students at SDN Kraton 3 Bangkalan. A quantitative approach was employed using a pre-experimental One-Group Pretest-Posttest design with 35 participants. Data were collected through interviews, observations, and pretests and posttests; analyses used descriptive statistics and a paired-samples t-test. Results showed the mean score increased from 69.14 to 79.14, with a significance value of 0.000 (p < 0.05). In conclusion, implementing Blooket as a digital learning medium had a positive impact on students’ mathematics learning outcomes for place value and also enhanced student participation and engagement during lessons.
PENERAPAN METODE GBL UNTUK MENINGKATKAN HASIL BELAJAR KOGNITIF MATERI PECAHAN KELAS 4 SDN KELEYAN 1 BANGKALAN Dimas Agung Saputro; Muhammad Syahrul Alim; Ika Dian Rahmawati
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/0k3kp645

Abstract

This study was conducted to determine the effectiveness of the Game-Based Learning (GBL) method in improving the cognitive learning outcomes of fourth-grade elementary school students on fraction material. The research employed a quantitative approach using a one-group pretest-posttest design involving 20 students as the research sample. Data were collected through pretest and posttest assessments and analyzed using the N-Gain test, Shapiro–Wilk normality test, and Paired Sample t-test. The results indicated an improvement in students' cognitive abilities after participating in game-based learning, as evidenced by the increase in the average score from 63.5 on the pretest to 84.9 on the posttest. The N-Gain analysis produced an average score of 0.61, which falls into the moderate category, with 25% of students achieving a high level of improvement and 75% achieving a moderate level. The normality test showed that the data were normally distributed, with significance values of 0.551 for the pretest and 0.498 for the posttest, both exceeding the 0.05 threshold. Furthermore, the Paired Sample t-test yielded a t-value of 57.410, which was greater than the t-table value of 2.093, with a significance value of 0.000, indicating a statistically significant effect of the implementation of the Game-Based Learning method on students' learning outcomes. Therefore, the Game-Based Learning method can serve as an effective instructional alternative, as it enhances students' understanding through more interactive, engaging, and enjoyable learning activities.
PENGARUH MEDIA ZEP TERHADAP HASIL BELAJAR SISWA KELAS IV MATERI PENERAPAN NILAI PANCASILA SDN SOOCAH 2 Naila Arrafa; Dinda Marta Rudistya; Dhea Ayu Tryas Febrianty; Ika Dian Rahmawati
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/xa4p3918

Abstract

This research is motivated by the low learning outcomes of fourth-grade students on the application of Pancasila values ​​​​material due to teacher-centered learning and the lack of use of interactive learning media. This study aims to determine the effect of the use of ZEP-based media on the learning outcomes of fourth-grade students on the application of Pancasila values ​​​​material at SDN Socah 2 Bangkalan. The study used a quantitative approach with a One Group Pre-test and Post-test Design. The research subjects were 20 fourth-grade students who were determined using saturated sampling techniques. Data collection techniques included tests, observations, and documentation. Data analysis was carried out descriptively and inferentially using paired sample t-tests with the help of SPSS. The results showed an increase in learning outcomes after the use of ZEP-based media. Students' pre-test scores were in the range of 20–60, while post-test scores increased to 60–100. The results of the paired sample t-test showed a mean difference of -40.000, a calculated t-value of -27.568, and a significance value (Sig. 2-tailed) of 0.000 < 0.05. These results indicate a significant difference between the pre-test and post-test scores. Furthermore, observations indicated that students were more active, enthusiastic, and engaged during the learning process. The results of the study demonstrate that ZEP-based media significantly influenced the learning outcomes of fourth-grade students in the application of Pancasila values ​​at SDN Socah 2 Bangkalan and can be used as an alternative learning medium that is innovative, interactive, and in line with technological developments in elementary school .
PENGARUH PENGGUNAAN MEDIA DITIGAL QREATIF EDUCATIVE TERHADAP KEMAMPUAN MEMBACA PERMULAAN SISWA KELAS I SDN ALASRAJAH 02 Sofiatul Adawiyah Fatha; Mauidatul Hasanah; Ika Dian Rahmawati
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/k5cdd714

Abstract

Beginning reading ability is an important basic skill for elementary school students because it serves as a foundation for understanding further learning. However, some students still experience difficulties in recognizing letters, reading syllables, words, and simple sentences. This study aims to determine the effect of using Digital Qreatif Educative media on the beginning reading ability of first-grade students at SDN Alasrajah 02. This study used a quantitative approach with a pre-experimental method and a one-group pretest-posttest design. The research subjects consisted of 25 students. Data collection techniques were carried out through beginning reading ability tests in the form of pretests and posttests. The research instrument was tested for validity and reliability before being used. The data were analyzed using descriptive analysis, normality testing, and mean difference testing. The results showed that there was an improvement in students' beginning reading ability after using Digital Qreatif Educative media. The average score before treatment was 57.40, increasing to 78.20 after treatment. The test results showed a significant difference between the results before and after the use of the media. Therefore, Digital Qreatif Educative media can be used as an interesting and interactive learning medium to improve elementary school students' beginning reading ability