Low learning interest in Natural and Social Sciences (IPAS) remains a concern in elementary schools, including SD Negeri 1 Jatimulyo, South Lampung, where a preliminary survey classified 47 of 77 fifth-grade students (61.0%) as having low interest. This study examined differences in IPAS learning interest between students taught with a joyful learning strategy supported by the game-based learning platform Wordwall and students taught with direct instruction using textbooks and worksheets. This quantitative quasi-experiment used a nonequivalent control group design with all fifth-grade students (saturated sampling; class VA as the experimental group, n = 39, and class VB as the control group, n = 38) across six meetings on ecosystems. Learning interest was measured with a questionnaire of 10 valid items (Cronbach's α = 0.814) and analysed with an independent samples t-test. The mean post-questionnaire score was higher in the experimental class (34.84) than in the control class (26.41), and the difference was statistically significant (t = −13.308, df = 75, p < .001). However, the experimental class also began with a higher mean pretest score (30.42 versus 23.15), so the result should be interpreted with caution. The strategy may serve as an alternative for IPAS instruction, and further studies that control for initial interest are needed. ABSTRAK Minat belajar IPAS peserta didik sekolah dasar masih menjadi persoalan, termasuk di SD Negeri 1 Jatimulyo, Lampung Selatan. tempat survei awal menunjukkan 47 dari 77 peserta didik kelas V (61,0%) berminat belajar rendah. Penelitian ini bertujuan menguji perbedaan minat belajar IPAS antara peserta didik yang belajar dengan strategi joyful learning berbantuan media game-based learning Wordwall dan peserta didik yang belajar dengan direct instruction berbantuan buku dan LKPD. Penelitian kuantitatif ini menggunakan kuasi-eksperimen nonequivalent control group design pada seluruh peserta didik kelas V (sampling jenuh; kelas VA sebagai kelas eksperimen, n = 39, dan kelas VB sebagai kelas kontrol, n = 38) dengan materi ekosistem selama enam pertemuan. Minat belajar diukur dengan angket 10 butir valid (α = 0,814) dan dianalisis dengan uji-t sampel independen. Rerata skor akhir kelas eksperimen (34,84) lebih tinggi daripada kelas kontrol (26,41), dan perbedaan itu signifikan secara statistik (t = −13,308; db = 75; p < 0,001). Namun, kelas eksperimen juga memulai dengan rerata skor awal yang lebih tinggi (30,42 berbanding 23,15), sehingga hasil perlu ditafsirkan secara hati-hati. Strategi ini dapat dipertimbangkan sebagai alternatif pembelajaran IPAS, dan penelitian lanjutan dengan pengendalian skor awal diperlukan.
The use of the cooperative learning model of Teams Games Tournament (TGT) supported by Baamboozle media has the potential to increase student engagement through discussion, collaboration, and game-based activities. This study examines the effectiveness of the TGT model supported by Baamboozle media in improving students' learning outcomes in the topic of Work and Energy at SMA Negeri 2 Tondano. The study used a quasi-experimental method with a non-equivalent pretest-posttest control group design. The sample consisted of 30 students divided into an experimental class and a control class, with 15 students in each class. The descriptive analysis showed that the average score in the experimental class increased from 30.6 to 78.93, while the average score in the control class increased from 26.46 to 69.46. The average N-Gain score was 0.6991 in the experimental class and 0.5949 in the control class. Both classes were in the moderate category, but the improvement in learning outcomes was greater in the experimental class than in the control class. These findings indicate that the TGT model supported by Baamboozle media can be an alternative teaching strategy for improving student learning outcomes. The implication of this study is that the TGT model supported by Baamboozle media can be considered for use in physics learning to create an interactive and collaborative learning environment that encourages active student participation
This study examined the use of digitized game-based learning activities to support Grade 7 students’ interest and mathematics achievement at Demetrio L. Alviola National High School, Bindoy, Negros Oriental, during school year 2025–2026. A quantitative quasi-experimental pretest–posttest design with a survey component involved 120 learners, consisting of 60 in the control group and 60 in the experimental group. The control group received conventional mathematics instruction, while the experimental group participated in a four-week digitized game-based approach. A 48-item competency test, an adapted 20-item mathematics-interest questionnaire, and a learning-style inventory informed data collection. Frequency, percentage, mean percentage scores, descriptive statistics, Wilcoxon tests, and Mann–Whitney U tests were used for analysis. The experimental group’s overall mathematics mean percentage score increased from 70.11% to 79.13%, compared with 68.20% to 74.55% in the control group. The experimental group’s composite interest rating rose from 3.33 (moderate) to 3.86 (high), with significant pre–post differences reported across all four interest dimensions. However, the between-group difference in learning gains was significant only for the bar-models-and-equations competency (p = .021); the other three competencies showed no significant between-group differences. The reported interest–competence association was nonsignificant (p = .875). The findings support digitized game-based activities as a supplementary strategy for improving students’ mathematics interest, while indicating more limited evidence of advantages in achievement across all targeted competencies.
This study aimed to develop and evaluate a Problem-Based Wordwall Edugame instructional package for sixth-grade Science and Social Studies (IPAS) and examine its association with students’ critical-thinking performance. Using a research-and-development approach guided by the ADDIE model, the study incorporated a quasi-experimental pretest–posttest comparison involving all 30 sixth-grade students at SDN 3 Sendangrejo, Indonesia, assigned by pretest scores to experimental (n = 15) and control (n = 15) groups. Data were collected through expert-validation sheets, classroom observations, teacher and student response questionnaires, and critical-thinking tests, and analyzed using descriptive statistics, assumption tests, paired- and independent-samples t-tests, and normalized gains. Expert validation yielded 87% for content, 89% for media, and 88% for learning devices; implementation reached 92.76%, and teacher and student responses each reached 93%. Mean critical-thinking scores increased from 56.80 to 89.87 in the experimental group and from 53.73 to 68.87 in the control group; normalized gains were 0.77 and 0.33, respectively. The posttest group difference was significant, t(28) = 12.73, p < .001. These findings are consistent with constructivist and problem-based learning research and suggest that pedagogically integrated gamification can support critical-thinking development. However, the single-school sample, nonrandom group allocation, and combined intervention limit causal inference and generalizability; larger controlled studies should test individual components and longer-term effects.
Traditional games offer accessible opportunities for physical activity, social interaction, and the introduction of local cultural practices among elementary school children. This study aimed to describe the implementation of PETRA AKTIF, a community service program introducing traditional games as alternative physical activities for elementary school students. Employing a qualitative descriptive approach, the program involved 28 third-grade students from Public Elementary School 3 Plumbon, Karanganyar Regency, Indonesia. Four traditional games were introduced: hopscotch, jump rope, fortress, and dragon snake. Data were collected through direct observation, interviews, and activity documentation and subsequently analyzed descriptively. Student satisfaction was assessed using a five-level response scale. The findings revealed that students participated in various physical movements, including jumping, walking, running, and balancing. Group activities also demonstrated observable communication, cooperation, coordination, and adherence to game rules. Satisfaction assessments indicated that 25–27 of the 28 participants reported being satisfied or very satisfied with each game. Furthermore, the activities provided students with direct exposure to traditional games as expressions of local wisdom. These findings suggest that PETRA AKTIF provides opportunities for physical engagement, peer interaction, and cultural familiarization, although improvements in physical fitness and social skills were not directly measured.
This study investigates the internalization of moral education values through traditional games in an Islamic early childhood education institution, focusing on the implementation of play-based activities, teacher facilitation, and children's emerging moral behaviors. Adopting a qualitative field research approach, the study was conducted at RA Athfalul Huda GUPPI, Qurnia Village, Mataram, Indonesia. Research participants were purposively selected and included the school principal, teachers, and children involved in traditional game-based learning. Data were collected through observation, interviews, and documentation, and analyzed using the Miles and Huberman interactive model, comprising data reduction, data display, and conclusion drawing and verification. Data credibility was supported through source and methodological triangulation and sustained observation. The findings identify four traditional games Cublak-Cublak Suweng, Gobak Sodor, Petak Umpet, and Dakon—as learning activities that provide opportunities for children to experience and practice moral values through shared rules, peer interactions, turn-taking, and collaborative participation. Teacher facilitation, particularly through behavioural modelling, rule reinforcement, guidance, and post-activity reflection, emerged as an important component of the moral learning process. The values addressed through these activities included honesty, trustworthiness, responsibility, patience, cooperation, sportsmanship, tolerance, humility, and social awareness. Furthermore, parent-reported observations indicated that some positive behavioral practices were also reflected in children's interactions at home. These findings highlight the pedagogical potential of culturally embedded traditional games as a context for experiential moral education. The study contributes a contextually grounded understanding of how traditional play and teacher mediation can support the development of moral awareness and emerging behavioral practices in Islamic early childhood education.
This study aims to apply the Project Based Learning model to improve the learning outcomes of Saman Dance among class XI students of SMA Mamiyai Al-Ittihadiyah Medan, based on KD 3.1 “concepts, techniques, and procedures” in the 2013 curriculum. The sample was determined using the Purposive Sampling method through a quantitative descriptive approach, using a 20-question pretest-posttest given to 28 class XI IPA students, with observation, documentation, and literature study as data collection techniques. The study was conducted in 6 meetings to produce a presentation project analyzing Saman Dance. The pretest, given before the Project Based Learning model was used, had an average score of 41, while the posttest after its application had an average score of 86. The t-test shows that t-count = 27.192 > t-table = 1.703 (df = 27, α = 0.05), so Ho is rejected and Ha is accepted. Therefore, applying the Project Based Learning model improves Saman Dance learning outcomes among class XI students of SMA Mamiyai Al-Ittihadiyah Medan.
The central issue that is being addressed in this particular research endeavor pertains to the notably inadequate science learning outcomes that have been observed among the fourth-grade students enrolled at SD Negeri 1 Labuah Ratu Dua. The primary objective of this research is to systematically investigate and elucidate the effects that the Team Games Tournament (TGT) learning model has on improving these educational outcomes. The methodological framework employed in this study is characterized by a quasi-experimental design, which allows for the exploration of causal relationships while maintaining a level of control over extraneous variables. The total population under consideration in this research comprises 60 students, and it is noteworthy that the sample size is also exactly 60 students, thereby ensuring comprehensive representation. In determining the research sample, a non-probability sampling technique was utilized, which is particularly relevant in contexts where random sampling is not feasible or practical. The data collection methods employed in this study encompass a variety of non-test techniques, including but not limited to observation and documentation, alongside test techniques, which are specifically structured in the format of multiple-choice questions. The subsequent data processing was conducted using statistical methods such as the chi-square formula, F-test, and simple linear regression analyses, all of which collectively provide robust evidence supporting the hypothesis. The results indicate a statistically significant effect of the TGT learning model on the academic performance of students in the fourth grade of elementary school, as substantiated by the finding that Fhitung exceeds Ftabel, specifically with values of 19.77 and 4.20, respectively. This compelling evidence serves to underscore the efficacy of the TGT learning model as an innovative pedagogical approach aimed at enhancing science learning outcomes within this educational context. Overall, the implications of these findings are far-reaching, suggesting that the implementation of such collaborative learning strategies could potentially transform educational practices in similar settings.
This action research study examined the impact of interactive math games on engagement and achievement in a second-grade classroom at an urban Title I elementary school. Fourteen students participated in a six-week multiplication unit that integrated weekly math games alongside standard instruction. Data sources included pre- and post-tests, interest surveys, and understanding surveys. Results showed very high student engagement, moderate gains in conceptual understanding, and a positive trend in achievement scores, with most students demonstrating growth. Results suggest that game-based learning can support mathematical practices and may help address achievement gaps for students of color when thoughtfully implemented.
This paper presents an educational framework developed to promote the values and skills that business students require to successfully navigate the ethical and environmental challenges in the current digital era. The work focuses on the development of green skills and responsible digital behaviour in business students through innovative and interdisciplinary learning that integrates sustainability principles with digital citizenship. Drawing on a narrative exploration of the literature on digital citizenship, sustainability education, and gamified learning, the paper proposes three educational activities based on playful learning, gamification, business games, and project-based learning. Each activity is based on instructional techniques that promote civic engagement, critical thinking, and reflection about the future social and environmental responsibilities of business managers. By placing business education within the framework of sustainability and digital citizenship, this paper offers teachers and instructors a hands-on approach for developing future graduates who are socially conscious of the impact of their decisions. Rather than presenting empirical findings, the paper provides a conceptual and practice-oriented framework for designing sustainability-oriented and digitally responsible learning experiences in business education.
Executive functions (EF) predict school readiness and later adjustment. The cultural-historical tradition gives play a central place in preschool education, yet it remains unclear which types of play, under what conditions, and through which pathways support EF between the ages of 3 and 6. This article aims to critically analyze the evidence on play and EF in this age range, distinguishing between efficacy, association, and mechanism. The method was a systematic review with narrative synthesis, reported according to PRISMA 2020. Of 88 records (2000–2026), 21 primary studies provided direct evidence and 26 works provided complementary evidence. Rule-based games and pretend play showed favorable effects in studies with active control conditions, particularly on inhibitory control. However, the largest-scale curricular study found no effects, and block play showed no main effects. Benefits tend to be concentrated among children with initial disadvantages, and evidence on working memory, cognitive flexibility, and transfer to the classroom is scarce. In conclusion, play appears to be a promising context rather than an effective intervention in itself; its effects depend on executive demand, adult mediation, progression, and implementation fidelity.
Quranic memorization learning in early childhood often faces challenges such as short attention spans and boredom caused by monotonous repetition methods, leading to mood fluctuations and low memory retention. Recognizing the importance of laying a solid memorization foundation early on, an instructional strategy that bridges recitation accuracy with children's psychological traits is urgently required. This study aims to analyze teachers’ strategies for integrating the talaqqi/musyāfahah method with a joyful learning approach to improve Qur’an memorization skills among children aged 5–6 years at TKIT Ar-Risalah Samarinda. This descriptive qualitative study employs a teacher-researcher design, in which the researcher independently serves as the sole teacher as well as the primary data collector. The research subjects consisted of 1 main teacher and 16 Class B3 students. Data were collected through direct observation, self-reflection journals, audio-visual recordings, and documentation of mutaba'ah book recapitulations. Data analysis was conducted interactively (reduction, presentation, and conclusion drawing), and its validity was tested through triangulation of techniques and sources. The results showed that memorization planning was arranged gradually (1–2 verses per day) based on differentiation. The learning implementation combined auditory modeling (talaqqi) with game-based learning, kinetic ice-breaking, and positive reinforcement. This integrative strategy was proven to have a significant influence on three indicators: (1) improving the accuracy of makhraj pronunciation and basic tajwid in real-time; (2) fostering children’s confidence and independence in reciting their memorization; and (3) strengthening memorization retention through multisensory engagement without triggering cognitive fatigue. Obstacles in the form of short attention spans and fluctuating moods were successfully eliminated through break time and interactive games. This study concludes that accuracy in Qur’an memorization rules among pre-literacy children is best achieved when aligned with children’s positive emotional regulation needs. ABSTRAK Pembelajaran hafalan Al-Qur'an pada anak usia dini sering kali menghadapi kendala seperti rentang perhatian yang singkat dan kejenuhan akibat metode pengulangan yang monoton, yang memicu fluktuasi mood serta rendahnya retensi ingatan anak. Mengingat pentingnya penanaman fondasi hafalan sejak dini, diperlukan strategi pembelajaran yang mampu menjembatani presisi kaidah bacaan dengan karakteristik psikologis anak. Penelitian ini bertujuan untuk menganalisis strategi guru dalam mengintegrasikan metode talaqqi/musyāfahah dengan pendekatan pembelajaran yang menyenangkan (joyful learning) guna meningkatkan kemampuan hafalan Al-Qur’an anak usia 5–6 tahun di TKIT Ar-Risalah Samarinda. Penelitian kualitatif deskriptif ini menggunakan desain teacher researcher, di mana peneliti bertindak mandiri sebagai pengajar tunggal sekaligus pengumpul data utama. Subjek penelitian meliputi 1 orang guru utama dan 16 peserta didik Kelas B3. Data dikumpulkan melalui observasi langsung, jurnal refleksi diri, rekaman audio-visual, dan dokumentasi rekapitulasi buku mutaba'ah. Analisis data dilakukan secara interaktif (reduksi, penyajian, dan penarikan kesimpulan) serta diuji keabsahannya melalui triangulasi teknik dan sumber. Hasil penelitian menunjukkan bahwa perencanaan hafalan disusun secara bertahap (1–2 ayat per hari) berbasis diferensiasi. Pelaksanaan pembelajaran memadukan pemodelan auditori (talaqqi) dengan game-based learning, ice breaking kinetik, dan positive reinforcement. Strategi integratif ini terbukti memberikan pengaruh signifikan terhadap tiga indikator: (1) meningkatkan akurasi pelafalan makhraj dan tajwid dasar secara real-time; (2) menumbuhkan keberanian serta kemandirian anak dalam menyetorkan hafalan; dan (3) memperkuat retensi daya rekat hafalan melalui keterlibatan multisensorik tanpa memicu kelelahan kognitif. Hambatan berupa rentang perhatian yang singkat dan mood fluktuatif berhasil dieliminasi melalui pemberian jeda (break time) dan permainan interaktif. Penelitian ini menyimpulkan bahwa ketepatan kaidah hafalan Al-Qur’an pada anak usia pra-literasi dapat dicapai secara optimal apabila diselaraskan dengan kebutuhan regulasi emosi positif anak.
This study examines the use of web-based interactive game platforms in the instruction of Islamic Cultural History (Sejarah Kebudayaan Islam/SKI) at MA Safinatul Huda, Jepara. The research employs a qualitative approach with a case study design. Data were collected through interviews, observations, and documentation, and subsequently analyzed thematically. This study involves informants consisting of Islamic Religious Education (PAI) teachers, the school principal, students, and parents/guardians at MA Safinatul Huda Sowan Kidul, Kedung, Jepara. The findings indicate that, based on the informants' experiences and perceptions, the use of web-based interactive game platforms is seen to support student engagement in the learning process, facilitate the understanding of course material, and encourage reflection on religious values. Nevertheless, these findings regarding understanding and attitudes represent the informants' perceptions rather than objective measurements of learning outcomes or behavioral changes. Consequently, this study provides a contextual overview of the informants' experiences with these platforms, without concluding that there has been any measurable improvement in learning outcomes or a definitive causal relationship.
This study aims to describe the learning enthusiasm of fifth-grade elementary school students during lessons that utilize digital media. A descriptive qualitative method was employed to characterize student behavior and responses throughout the learning process. The study was conducted during the 2026/2027 academic year, involving fifth-grade students and their classroom teacher, who were selected purposively based on their engagement with digital media-assisted instruction. Data were collected through observation, interviews, and documentation. Observations focused on student behavior during lessons; interviews gathered information regarding the experiences and feedback of both students and the teacher; and documentation served as supporting data. Data analysis was conducted interactively using the Miles, Huberman, and Saldaña model, comprising the stages of data condensation, data display, and conclusion drawing and verification. Learning enthusiasm was analyzed based on behavioral and emotional aspects, including attention, active engagement, responsiveness, earnestness, participation, interaction, interest, enjoyment, and positive expressions. The results indicate that the use of digital media—such as videos, images, animations, interactive quizzes, and educational games—can enhance student enthusiasm. This was evidenced by the students' attention, active engagement, willingness to participate, interaction, and positive expressions during lessons. However, enthusiasm could decline if the media was used for too long, became monotonous, or lacked interactivity. Therefore, the use of digital media needs to be aligned with learning objectives, student characteristics, the subject matter, and the duration of use.
هدف این پژوهش توصیف اشتیاق یادگیری دانشآموزان پایه پنجم دبستان در طول دروسی است که از رسانههای دیجیتال بهره میبرند. روش کیفی توصیفی برای تبیین رفتار و واکنشهای دانشآموزان در فرآیند یادگیری به کار گرفته شد. این پژوهش در سال تحصیلی ۲۰۲۶/۲۰۲۷ انجام شد و دانشآموزان پایه پنجم و معلم کلاس آنها که به طور هدفمند بر اساس مشارکت در آموزش با کمک رسانههای دیجیتال انتخاب شدند، در آن شرکت داشتند. دادهها از طریق مشاهده، مصاحبه و اسناد گردآوری شد. مشاهدات بر رفتار دانشآموزان در طول درس متمرکز بود؛ مصاحبهها اطلاعاتی درباره تجربهها و بازخوردهای دانشآموزان و معلم جمعآوری کرد؛ و اسناد به عنوان دادههای پشتیبان مورد استفاده قرار گرفت. تحلیل دادهها به صورت تعاملی و با استفاده از مدل Miles، Huberman و Saldaña شامل مراحل تقطیر داده، نمایش داده و نتیجهگیری و تأیید انجام شد. اشتیاق یادگیری بر اساس جنبههای رفتاری و هیجانی از جمله توجه، مشارکت فعال، پاسخدهی، جدیت، همکاری، تعامل، علاقه، لذت و ابراز احساسات مثبت تحلیل شد. نتایج نشان داد که استفاده از رسانههای دیجیتال مانند ویدئوها، تصاویر، انیمیشنها، آزمونهای تعاملی و بازیهای آموزشی میتواند اشتیاق دانشآموزان را افزایش دهد. این امر از طریق توجه، مشارکت فعال، تمایل به همکاری، تعامل و ابراز احساسات مثبت دانشآموزان در طول درسها مشهود بود. با این حال، اشتیاق ممکن است در صورت استفاده طولانیمدت، یکنواختی یا فقدان تعامل در رسانه کاهش یابد. بنابراین، استفاده از رسانههای دیجیتال باید با اهداف یادگیری، ویژگیهای دانشآموزان، محتوای درس و مدت زمان استفاده هماهنگ باشد.
This study was motivated by the low critical thinking ability of early childhood learners in Islamic Religious Education (PAI) learning. This condition was reflected in children’s limited ability to observe, ask questions, respond to questions, express opinions, and provide simple reasoning based on the information obtained during the learning process. Therefore, an instructional approach that actively engages children and provides meaningful learning experiences is needed. One of the approaches that can be implemented is the multisensory approach. This study employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, consisting of four stages: planning, action implementation, observation, and reflection. The research was conducted in two cycles during Islamic Religious Education learning at TK Surya Kids Bukittinggi, involving 20 children from Group B as research subjects. Data were collected through observation, documentation, and critical thinking ability assessment sheets. The data were analyzed using descriptive quantitative and qualitative approaches. The implementation of the multisensory approach involved various sensory modalities, including visual activities through pictures, picture cards, and Islamic learning videos; auditory activities through teacher explanations, stories of the prophets’ exemplary behaviors, and Islamic songs; kinesthetic activities through educational games and practical worship activities; and tactile activities through the use of concrete learning media that children could touch and manipulate. These learning experiences encouraged children to observe, ask questions, express opinions, answer questions, and provide simple reasoning related to the learning materials. The results showed that the implementation of the multisensory approach improved children’s critical thinking abilities in Islamic Religious Education learning. The percentage of children’s critical thinking ability increased from 40.28% in the pre-action stage to 61.91% in Cycle I and further increased to 76.06% in Cycle II. This achievement exceeded the predetermined success indicator of 75%. Therefore, it can be concluded that the multisensory approach is effective in improving early childhood critical thinking abilities in Islamic Religious Education learning at TK Surya Kids Bukittinggi. Abstrak Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir kritis anak usia dini dalam pembelajaran Pendidikan Agama Islam (PAI), yang terlihat dari keterbatasan anak dalam mengamati, bertanya, menjawab pertanyaan, mengemukakan pendapat, serta memberikan alasan sederhana terhadap informasi yang diperoleh. Kondisi tersebut menunjukkan perlunya pendekatan pembelajaran yang mampu melibatkan anak secara aktif dan memberikan pengalaman belajar yang bermakna. Salah satu pendekatan yang dapat diterapkan adalah pendekatan multisensori. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan model Kemmis dan McTaggart yang meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Penelitian dilaksanakan dalam dua siklus pada pembelajaran Pendidikan Agama Islam di TK Surya Kids Bukittinggi dengan subjek penelitian sebanyak 20 anak kelompok B. Teknik pengumpulan data menggunakan observasi, dokumentasi, dan lembar penilaian kemampuan berpikir kritis anak. Data dianalisis menggunakan pendekatan deskriptif kuantitatif dan kualitatif. Penerapan pendekatan multisensori dilakukan melalui keterlibatan berbagai indera anak, yaitu visual melalui gambar, kartu bergambar, dan video pembelajaran Islami; auditori melalui penjelasan guru, cerita keteladanan nabi, dan lagu Islami; kinestetik melalui permainan edukatif dan praktik ibadah; serta taktil melalui penggunaan media konkret yang dapat disentuh dan dimanipulasi anak. Hasil penelitian menunjukkan adanya peningkatan kemampuan berpikir kritis anak, yaitu dari 40,28% pada pra tindakan menjadi 61,91% pada Siklus I dan meningkat menjadi 76,06% pada Siklus II. Persentase tersebut telah mencapai indikator keberhasilan sebesar 75%. Dengan demikian, dapat disimpulkan bahwa pendekatan multisensori efektif dalam meningkatkan kemampuan berpikir kritis anak usia dini pada pembelajaran Pendidikan Agama Islam di TK Surya Kids Bukittinggi.
این پژوهش با انگیزه پایین بودن توانایی تفکر انتقادی کودکان پیشدبستانی در یادگیری تعلیمات دینی اسلامی (PAI) انجام شده است. این وضعیت در محدودیت کودکان در مشاهده، پرسشگری، پاسخ به سؤالات، بیان نظرات و ارائه استدلالهای ساده بر اساس اطلاعات بهدستآمده در فرایند یادگیری نمود یافته است. بنابراین، نیاز به رویکردی آموزشی وجود دارد که کودکان را به طور فعال درگیر کند و تجارب یادگیری معناداری فراهم آورد. یکی از رویکردهای قابل اجرا، رویکرد چندحسی است. این پژوهش از روش پژوهش اقدام در کلاس (CAR) با استفاده از مدل Kemmis و McTaggart بهره برد که شامل چهار مرحله برنامهریزی، اجرای عمل، مشاهده و بازتاب بود. پژوهش در دو چرخه در جریان آموزش تعلیمات دینی اسلامی در مهدکودک TK Surya Kids Bukittinggi با مشارکت ۲۰ کودک گروه B به عنوان آزمودنی انجام شد. دادهها از طریق مشاهده، مستندسازی و برگههای ارزیابی توانایی تفکر انتقادی گردآوری شد. تحلیل دادهها با رویکرد توصیفی کمی و کیفی صورت گرفت. اجرای رویکرد چندحسی با درگیر کردن حواس مختلف کودکان انجام شد: فعالیتهای بصری از طریق تصاویر، کارتهای تصویری و ویدئوهای آموزشی اسلامی؛ فعالیتهای شنیداری از طریق توضیحات معلم، داستانهای رفتارهای نمونه پیامبران و سرودهای اسلامی؛ فعالیتهای جنبشی از طریق بازیهای آموزشی و فعالیتهای عملی عبادت؛ و فعالیتهای لمسی از طریق استفاده از رسانههای آموزشی عینی که کودکان میتوانستند لمس و دستکاری کنند. این تجارب یادگیری کودکان را به مشاهده، پرسشگری، بیان نظر، پاسخ به سؤالات و ارائه استدلالهای ساده مرتبط با محتوای آموزشی تشویق کرد. نتایج نشان داد که اجرای رویکرد چندحسی توانایی تفکر انتقادی کودکان را در آموزش تعلیمات دینی اسلامی بهبود بخشید. درصد توانایی تفکر انتقادی کودکان از ۴۰/۲۸٪ در مرحله پیش از اقدام به ۶۱/۹۱٪ در چرخه اول و سپس به ۷۶/۰۶٪ در چرخه دوم افزایش یافت. این دستاورد از شاخص موفقیت تعیینشده ۷۵٪ فراتر رفت. بنابراین، میتوان نتیجه گرفت که رویکرد چندحسی در بهبود توانایی تفکر انتقادی کودکان پیشدبستانی در آموزش تعلیمات دینی اسلامی در TK Surya Kids Bukittinggi مؤثر است.