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Marshela Handoko Putri; Ribut Prastiwi Sriwijayanti; Didit Yulian Kasdriyanto; Ryzca Siti Qomariah

International Journal of Educational Research 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study investigates the development of Indonesian language literacy among third-grade elementary school students. The primary problems identified were acute classroom passivity and low reading comprehension, evidenced by an initial learning mastery of only 45.16%, which were largely driven by conventional teacher-centered pedagogy. The objective of this research is to enhance early-grade reading literacy and active participation through an innovative instructional intervention. The proposed method employed a two-cycle Classroom Action Research (CAR) design at SDN Jrebeng Kulon 1, integrating the Problem-Based Learning (PBL) model assisted by serial picture media. This approach utilizes chronological visual scaffolding to facilitate narrative comprehension for students in the concrete operational stage. The results demonstrated a highly significant academic progression: classical learning mastery increased to 70.97% (mean score: 80.80) in Cycle I and culminated in an absolute 100% mastery rate (mean score: 94.51) by the end of Cycle II. The synthesis of these findings reveals that transitioning from static visual aids to serial visual stimuli within a problem-oriented framework effectively mitigates cognitive dissonance and eradicates classroom passivity. In conclusion, the integration of the PBL model with serial picture media serves as a comprehensive pedagogical solution that not only maximizes cognitive reading comprehension but also reconstructs students' verbal articulation and social-collaborative skills, offering a highly scalable strategy for early primary education.

Danial Y. Husuna; Syarwani Canon; Ardiansyah, Ardiansyah; Meyko Panigoro; Rierind Koniyo

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to analyze the effect of using interactive PowerPoint media on the learning outcomes of eighth-grade students at SMP Negeri 3 Kabila. The study was motivated by the relatively low student learning outcomes in Social Studies, as indicated by the number of students who had not yet achieved the minimum mastery criteria, as well as the limited use of technology-based instructional media in classroom learning. This research employed a quantitative approach with a correlational design. The population and sample consisted of 50 eighth-grade students. Data were collected through questionnaires, observation, interviews, and documentation. The data were analyzed using simple linear regression after the instruments had met validity and reliability requirements and the data were normally distributed. The findings revealed that the use of interactive PowerPoint media had a positive and significant effect on student learning outcomes. This was indicated by a t-value of 6.184, which was higher than the t-table value of 2.008 at a 5 percent significance level. The correlation coefficient of 0.666 indicated a strong relationship, while the coefficient of determination of 0.443 showed that 44.3 percent of the variance in students’ learning outcomes was explained by the use of interactive PowerPoint media. Therefore, interactive PowerPoint media can be considered an effective instructional alternative to support the improvement of student learning outcomes.

Puspita, Ni Kadek Reka; Kertih, I Wayan; Sidaryanti, Ni Nyoman Asri; Sukadi; Budiarta, I Wayan

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effect of using the cooperative learning model type Teams Games Tournament (TGT) assisted by Kahoot in optimizing students’ problem-solving skills. The research method applied was Classroom Action Research (CAR), conducted through several cycles with stages including planning, action implementation, observation, and reflection. The subjects of this study were students of class X.B at SMA Negeri 2 Singaraja. The results of the study indicate a significant improvement in students’ problem-solving abilities after the implementation of the TGT model assisted by Kahoot. In cycle II, the students’ average score reached 88.15, with a learning mastery level of 84.21%. Therefore, it can be concluded that the majority of students had met the minimum learning mastery indicators. In addition, the learning process became more active, interactive, and enjoyable, which increased student engagement in the classroom. In conclusion, the cooperative learning model Teams Games Tournament (TGT) assisted by the Kahoot application has a positive impact on improving students’ problem-solving abilities. Therefore, the use of game-based digital learning models and media is recommended to enhance the quality of both the learning process and learning outcomes.

Ilma Rizka Ramadhanti; Nasihudin Nasihudin; Ani Yanti Ginanjar

Mutiara Pendidikan dan Olahraga 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve student engagement and learning outcomes in the subject of Natural and Social Sciences (Ilmu Pengetahuan Alam dan Sosial / IPAS) through the implementation of the Auditory, Intellectually, Repetition (AIR) learning model in a fourth-grade elementary school class. The initial problem indicated that student engagement in learning was still low, at 37.5%, with learning mastery reaching only 33.3% and an average class score of 68.0, which did not meet the Minimum Mastery Criteria (KKM) of 75. Therefore, improvement efforts were needed through the implementation of a more active and student-centered learning model. This study employed a Classroom Action Research (CAR) approach conducted in two cycles, where each cycle consisted of planning, action, observation, and reflection stages. The research subjects were 24 fourth-grade students. Data collection techniques included observation of student engagement, learning outcome evaluation tests, field notes, and documentation. Student engagement data were analyzed using percentages, while learning outcomes were analyzed through mean scores and the percentage of classical learning mastery. The results showed a significant improvement in each cycle. In Cycle I, student engagement increased to 62.5%, with learning mastery reaching 54.17% and an average score of 74.29, although it had not yet achieved classical completeness. In Cycle II, student engagement increased to 87.5%, with learning mastery reaching 100% and an average score of 85.42. These improvements indicate that the implementation of the AIR model was able to gradually and sustainably enhance both the learning process and outcomes. Based on these findings, it can be concluded that the Auditory, Intellectually, Repetition (AIR) learning model is effective in improving student engagement and learning outcomes in IPAS. This model can serve as an alternative learning strategy to create a more active, systematic, and student-centered learning environment.

Arina Asmal Hidayah; Junadhan Syapa Widyaksa; Arip Rizky; Syarifuddin Syarifuddin; Rani Oktapiani

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study is motivated by the development of digital technology, which has driven a transformation in the learning paradigm from conventional models to more flexible, interactive, and innovative technology-based learning. Changes in student characteristics in the digital era require adaptive learning strategies that are able to improve both the efficiency of the learning process and learning outcomes. This study aims to describe and analyze digital learning strategies in enhancing learning efficiency and their impact on student achievement. The research employs a qualitative approach using a literature review by examining various relevant scientific sources related to the concepts, characteristics, implementation, and impacts of digital learning. The data were analyzed using content analysis techniques to produce a systematic conceptual framework. The findings indicate that systematically designed digital learning strategies can improve conceptual understanding through interactive content delivery, strengthen students’ motivation and independent learning, and enhance retention and learning mastery. Learning efficiency is reflected in flexible access, time optimization, and technology-based assessment. However, its implementation still faces challenges such as limited infrastructure and digital literacy. Therefore, careful planning and the improvement of digital competencies are necessary to ensure that digital learning can be implemented effectively and sustainably in improving the quality of education.

Ayu Santriana Retebana; Ririn Andini Tainmeta

Damai : Jurnal Pendidikan Agama Kristen dan Filsafat 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study examines the role of understanding Christian theology in improving the quality of Christian Religious Education (CRE) learning. The focus of the study is how theological foundations can shape students’ character, morals, and spiritual development, as well as how teachers’ instructional strategies can support the achievement of these learning outcomes optimally and sustainably. The method used is a qualitative literature review, analyzing various relevant books and journal articles related to CRE, teaching approaches, and the integration of faith values into the educational curriculum. The findings indicate that mastery of Christian theology serves as an essential foundation in learning, as it enables students to understand their faith deeply while also internalizing Christian principles in their daily lives. In addition, interactive, contextual, and participatory learning methods have been shown to increase student engagement and motivation in the learning process. The role of the teacher as a moral and spiritual role model is also a key factor in strengthening the internalization of these values. Thus, an understanding of Christian theology not only supports cognitive aspects but also contributes to shaping students’ character and ethical behavior, making CRE learning transformational and holistic.

Johari Afrizal; Yulianto Yulianto; Ibnu Hajar; Eldis Febriati

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This community service activity was conducted to optimize English language learning through the implementation of the Flipped Classroom model for students of SMP IT Imam Syafi’i 2 Pekanbaru, Riau, Indonesia. The activity aimed to enhance students’ learning engagement, autonomy, and comprehension in English through a student-centered instructional approach. The program was implemented in three stages: preparation, implementation, and evaluation. Learning materials in the form of instructional videos and digital resources were provided prior to classroom meetings to enable students to study independently. Face-to-face sessions were then devoted to interactive discussions, collaborative tasks, and communicative practice to reinforce students’ understanding and language skills. The outcomes of the program indicated increased student participation, improved motivation, and better mastery of English materials. The Flipped Classroom model contributed to creating a more active and meaningful learning environment. Therefore, this community service initiative demonstrates that the Flipped Classroom approach can serve as an effective instructional strategy to support English language learning at the junior high school level

Yulius Amtiran

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study was motivated by the low learning outcomes of students in Social Studies, particularly on natural disaster material in Grade IV of SDI Halibenaus. The purpose of this research was to describe the implementation of the Active Learning model in improving students’ learning outcomes. This study employed a qualitative approach using Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The research subjects were 17 fourth-grade students consisting of 10 boys and 7 girls. Data collection techniques included observation, tests, and documentation, while data analysis was carried out through data reduction, data display, and conclusion drawing. The results indicated an improvement in students’ learning outcomes in each cycle. The average score in Cycle I was 64.35% with a mastery level of 35.29%, which increased in Cycle II to 83.17% with a mastery level of 82.35%. Based on these findings, it can be concluded that the implementation of the Active Learning model is effective in improving students’ learning outcomes in Social Studies on natural disaster material for fourth-grade students at SDI Halibenaus.

R. Muhamad Yasin Fadilah; Aan Hasanah; Mohamad Erihadiana; Nurhamzah Nurhamzah

International Journal of Islamic Educational Research 2026 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study was motivated by the low levels of student motivation and cognitive learning outcomes in the Islamic Education (PAI) subject at SMK Pasundan 1 and SMK Bunga Persada Cianjur. The phenomenon was identified through preliminary observations showing that 45% of students scored below the Minimum Mastery Criteria (KKM) and demonstrated low engagement during the learning process. The school’s efforts to improve student motivation and learning outcomes have not been optimal, as teaching methods and media are still largely limited to conventional approaches. Therefore, innovation in learning through the use of technology-based interactive multimedia such as Google Classroom, YouTube, and Quizizz is needed to create more engaging and effective learning experiences. The objectives of this study were to identify: (1) the implementation of Google Classroom, YouTube, and Quizizz multimedia in PAI learning; (2) students’ learning motivation; (3) students’ cognitive learning outcomes; (4) the influence of multimedia implementation on students’ learning motivation; (5) the influence of multimedia implementation on students’ cognitive learning outcomes; and (6-8) the qualitative findings that expand and deepen the quantitative results regarding multimedia implementation, learning motivation, and cognitive learning outcomes at SMK Pasundan 1 and SMK Bunga Persada Cianjur. This research employed a Mixed Methods approach using a sequential explanatory design, combining quantitative and qualitative methods in sequence. Data were collected through questionnaires, interviews, observations, and document analysis.

Susiaty, Utin Desy; Chandra Lesmana

International Journal of Applied Mathematics and Computing 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study addresses the problem of how the implementation of HOTS-based Android gamification influences the higher-order thinking skills of students with ADHD, a group that often faces challenges in traditional learning environments. A quantitative experimental research design was applied, involving 26 students with ADHD from four special needs schools (SLBs) in West Kalimantan. The intervention included HOTS-oriented Android gamified learning, and students' performance was measured using pre-tests and post-tests based on HOTS-level questions. The average pre-test score was 23.72, while the post-test score increased to 53.21. A paired sample t-test showed a significant improvement (t = 8.688 > t_table = 1.708, at a 5% significance level). However, only 57.69% of students met the minimum mastery criteria (KKM = 67), indicating that 15 out of 26 students achieved the expected learning standard. The implementation of HOTS-based Android gamification significantly improved the higher-order thinking skills of students with ADHD. Nonetheless, the overall results, based on average scores and classical completeness, indicate that many students still did not reach the expected level of mastery. Further enhancements in instructional design may be necessary to optimize outcomes for this group of learners.

Zahrah Ghufrani

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The purpose of this classroom action research project is to find out how well seventh-grade female students at Mutiara Qur'an Islamic Boarding School in Wonogiri learn Arabic with the use of the audiolingual approach. By emphasizing active listening and pronunciation, the audiolingual approach makes it easier for students to comprehend and communicate in Arabic. Twelve female seventh-graders at Mutiara Qur'an Islamic Boarding School participated in the researcher's qualitative study in order to gather the research findings. The study was conducted in two cycles to enhance Arabic language learning. Planning, action, observation, and reflection are the four components of each cycle in the Kurt Lewin model. Tests, observations, and interviews were the methods utilized to get the data. The proportion of learning mastery and descriptive analysis were used to examine the collected data. The study's findings show that the audiolingual approach is successful in raising female students' Arabic language learning outcomes.

Alvi Setya Kurnia Dewi; Anita Qoiriah

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

ST Nurjannah; Rahmawati Rahmawati; Saripuddin Saripuddin; Erni Rismawanti

International Journal of Educational Evaluation and Policy Analysis 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the effect of the Talking Stick model assisted by Mystery Box learning media on learning motivation and learning outcomes in IPAS of fifth-grade students at SD Inpres Borongunti, Bajeng District, Gowa Regency. This study employed a quantitative approach with a pre-experimental design. The research subjects consisted of 31 students. Data were collected using a learning motivation questionnaire and learning outcomes tests, while data analysis was conducted through normality testing and hypothesis testing using the t-test. The results showed that prior to the implementation of the Talking Stick model assisted by Mystery Box media, students’ learning motivation was predominantly in the low and moderate motivation categories. After the treatment was applied, students’ learning motivation increased significantly, with all students categorized as motivated and highly motivated. The t-test results for learning motivation indicated a significance value of 0.002 < 0.05, thus H₁ was accepted. In addition, students’ IPAS learning outcomes also showed a significant improvement, as indicated by an increase in the mean score from 66 in the pretest to 86 in the posttest, with learning mastery increasing from 42% to 100%. The t-test results for learning outcomes showed a significance value of 0.000 < 0.05, thus H₁ was accepted. Based on these findings, it can be concluded that the Talking Stick model assisted by Mystery Box learning media has a significant effect on improving learning motivation and learning outcomes in IPAS of fifth-grade students at SD Inpres Borongunti, Bajeng District, Gowa Regency.

Andi Febryna; Rahmadian Rahmadian

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

The primary objective of this research is to enhance English academic proficiency among seventh-grade pupils at UPT SMP Negeri 4 Takalar, specifically regarding "Introduction" subject matter, through the application of the Problem-Based Learning (PBL) framework. This study was necessitated by observed deficiencies in student engagement and challenges in vocabulary acquisition, particularly concerning regular and irregular verbs, which had previously led to unsatisfactory academic performance. Utilizing a Classroom Action Research (CAR) design, the investigation was executed over two distinct cycles with a cohort of 24 students from Class VII B. Data acquisition involved the administration of performance assessments and systematic classroom observations. Subsequent analysis revealed a marked enhancement in learning achievements. During Cycle I, the mean score was recorded at 78.75, corresponding to a classical mastery rate of 37.5%. Following instructional refinements in Cycle II, the average score rose to 80.42, while the classical mastery rate increased to 50%. Moreover, observational evidence highlighted constructive behavioral shifts characterized by heightened engagement in collaborative discussions and improved oral communication confidence. Consequently, this study concludes that deploying the PBL model serves as an effective strategy for augmenting both English academic achievement and social interaction within the classroom environment.

Farisa Rahmadani; Febriana Putri; Fitriani Fitriani; Hani Fadilah

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Learning Al-Qur’an and Hadith in secondary schools is still largely influenced by traditional assessment practices that prioritize written examinations and memorization, which are insufficient to capture students’ actual competencies. This situation often leads to less meaningful learning and limits the development of students’ deep understanding and Islamic character. In essence, Al-Qur’an and Hadith education is intended not only to ensure mastery of theoretical content but also to encourage the internalization and application of Islamic values in everyday life. For this reason, authentic assessment is viewed as a suitable approach because it evaluates learning outcomes in a more comprehensive manner, covering cognitive, affective, and psychomotor aspects. This study aims to analyze the implementation of authentic assessment in Al-Qur’an and Hadith learning at the secondary school level and to examine its effectiveness in improving students’ understanding and learning engagement. The research employed a quantitative method, with data collected through a Google Form questionnaire distributed to students and analyzed using descriptive analysis. The results demonstrate that authentic assessment contributes to deeper conceptual understanding, enhances practical skills such as proper Qur’anic recitation based on tajwid rules and hadith memorization, and promotes active, confident, and responsible learning attitudes. Overall, authentic assessment provides more meaningful learning experiences and represents an effective alternative assessment strategy to improve the quality of Al-Qur’an and Hadith learning in secondary schools.

Agussalim Agussalim; W, Muhammad Fahreza; Radjab, Andi Mulyadi

International Journal of Educational Evaluation and Policy Analysis 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study investigates the implementation of the PAIKEM Gembrot model to enhance the literacy, numeracy, and creativity of fifth-grade students at UPT SDN Unjuruiya No. 45 in the Selayar Islands. Using a two-cycle classroom action research design—comprising planning, action, observation, and reflection—data were collected through tests, observations, and documentation to obtain comprehensive information on both learning processes and outcomes. In Cycle I, only 40% of students met the mastery criteria, largely due to their initial adjustment to the new learning approach and limited engagement in collaborative activities. After refining instructional strategies in Cycle II, including the use of more varied learning activities, concrete and contextual learning media, structured group discussions, and closer teacher guidance, student learning outcomes improved dramatically, with 100% of students achieving mastery. In addition, students showed increased participation, confidence, and motivation during classroom interactions. These results demonstrate that PAIKEM Gembrot effectively strengthens students’ abilities to comprehend information, apply numerical reasoning, and express creativity through active and meaningful learning experiences. Therefore, the PAIKEM Gembrot model serves as a promising and contextually relevant alternative for improving elementary science learning, particularly in island-based schools with limited educational resources.

Nur Aisyah; Saleh, Mustakim; Adha, Isna Dia’ul; Anwar, Azwan; Agussalim, Hastuti

Jurnal Pengabdian Kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

The application of Mastery Learning in Olympiad mentoring at Darussalam Islamic Junior High School was carried out using a classroom action research model involving 20 students from grades 8 and 9. The mentoring process followed a cyclical structure consisting of planning, action, observation, and reflection, supported by observation techniques, tests, and documentation. The implementation of the mastery learning model effectively improved students’ mathematics learning outcomes, as shown by a significant increase in mastery levels: 65% before the intervention, 75% after the first cycle, and 90% after the second cycle. In addition, the average learning score rose from 71 in the first cycle to 87 in the second cycle, reflecting substantial progress in understanding and problem-solving abilities. These results indicate that Mastery Learning not only enhances students’ mathematics performance but also strengthens their readiness and confidence to compete in the National OSN competition, demonstrating the model’s positive contribution to academic achievement and Olympiad preparation.

Mutmainnah, Mutmainnah; Avita Febri Hidayana

Jurnal Ilmu Pendidikan, Politik dan Sosial Indonesia 2026 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aimed to improve the speaking skills of sixth-grade students at SDN Negeri Kelapa Dua Wetan 01 Pagi in using the Simple Past Tense pattern (was/were) through the implementation of the Role Playing method. The research was conducted in two cycles involving 32 students as the subjects. The research method used was Classroom Action Research, consisting of the stages of planning, action implementation, observation, and reflection in each cycle. Data were collected through oral pre-tests and post-tests, as well as observations of students’ learning activities during the lessons. The results showed a significant improvement in students’ speaking skills. Their average score increased from 60.3 on the pre-test to 74.1 on the post-test. The percentage of students who achieved the Minimum Mastery Criteria also rose from 31% to 75%. The Role Playing method proved effective in enhancing students’ accuracy in using was/were, improving speaking fluency, and boosting self-confidence in oral communication. In conclusion, the application of the Role Playing method had a positive and significant impact on English learning outcomes among the sixth-grade students at SDN Negeri Kelapa Dua Wetan 01 Pagi. It is recommended that teachers continue to apply this method consistently, and that schools provide additional supporting facilities to optimize the learning process. For future studies, teachers and students are encouraged to expand the variety of role-play scenarios and include a control group to obtain a deeper and more comprehensive understanding of the effectiveness of the Role Playing method.

Mahmudah Mahmudah; Widia Qurrotaa'yun; Junaidi Junaidi

Hikmah : Jurnal Studi Pendidikan Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Understanding tajwid material is an important aspect of learning the Qur'an. However, in practice, students often have difficulty understanding and applying tajwid rules correctly. Therefore, appropriate and effective learning methods are needed to help improve students' understanding. This study aims to improve the understanding of tajwid material in female students of class D2 at the Takhassusul Qur'an Darul Hikmah Institute through the application of the musyafahah method and the drill method. The musyafahah method emphasizes direct learning through examples of the teacher's reading that are imitated by students, while the drill method focuses on practice and repetition of material both inside and outside the classroom to strengthen students' mastery. This study used a classroom action research (CAR) approach with 17 female students in class D2 as research subjects. Data collection techniques included tests, observations, interviews, and questionnaires. The results showed that the application of the musyafahah and drill methods significantly improved students' understanding of tajwid material, as indicated by increased test scores and positive student responses to the learning process. Thus, it can be concluded that both methods are effective in improving students' understanding of tajwid material. Based on these findings, the study recommends that educators consider using the musyafahah and drill methods as alternative tajwid learning strategies to achieve more optimal learning outcomes.

Royhan Jamil Al-Arqomi; Ambo Dalle; Ahmad Sirfi Fatoni

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

This study aims to comprehensively describe the planning, implementation, and outcomes of efforts to improve students’ mastery of Arabic vocabulary through the use of picture card media in learning activities. This research employs a Classroom Action Research (CAR) design conducted in two cycles, with each cycle consisting of two meetings. The subjects of this study were 26 fourth-grade students of SDIT Al-Fadiyah Gowa. Data were collected through vocabulary mastery tests as well as teacher and student observation sheets. The planning stage was carried out collaboratively with the teacher by preparing appropriate learning instruments, while the implementation of the actions was systematically monitored using observation guidelines. The results indicate a significant improvement in students’ Arabic vocabulary mastery. In the first cycle, the average learning achievement reached 70%. After refining the instructional strategies in the second cycle, the achievement increased to 86%, showing a 16% improvement. These findings demonstrate that the use of picture card media is effective in creating more engaging, interactive, and meaningful learning experiences. Consequently, it contributes positively to enhancing the Arabic vocabulary mastery of fourth-grade students in a measurable and observable manner.