Implementasi Media Spinning Wheel Interaktif Untuk Meningkatkan Daya Ingat (Memori Kognitif) Pada Pembelajaran Akidah Akhlak Siswa Di Madrasah Tsanawiyah Negeri 2 Muaro Jambi
DOI:
https://doi.org/10.53515/alqodiri.v24i2.101Keywords:
Akidah Akhlak, Daya Ingat Siswa, Media Spinning Wheel, Memori Kognitif, Pembelajaran InteraktifAbstract
Penguatan memori kognitif dalam pembelajaran pendidikan agama Islam menjadi isu yang semakin penting dalam lanskap pendidikan kontemporer, terutama karena pembelajaran Akidah Akhlak tidak hanya menuntut pemahaman konseptual, tetapi juga kemampuan siswa dalam mempertahankan, mengingat kembali, dan menginternalisasikan nilai-nilai moral secara berkelanjutan. Namun, praktik pembelajaran di madrasah masih sering didominasi pendekatan ceramah dan hafalan pasif yang kurang memberikan ruang bagi aktivitas retrieval dan keterlibatan kognitif siswa secara aktif. Penelitian ini bertujuan untuk menganalisis implementasi media spinning wheel interaktif sebagai bentuk retrieval-based gamified learning dalam meningkatkan daya ingat atau memori kognitif siswa pada pembelajaran Akidah Akhlak di MTs Negeri 2 Muaro Jambi. Penelitian menggunakan pendekatan Penelitian Tindakan Kelas dengan model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus melalui tahap perencanaan, tindakan, observasi, dan refleksi. Partisipan penelitian terdiri atas 16 siswa kelas VII yang dipilih secara purposive berdasarkan rendahnya kemampuan recall dan partisipasi belajar siswa. Data dikumpulkan melalui tes daya ingat, observasi, wawancara, angket, dan dokumentasi pembelajaran, kemudian dianalisis menggunakan statistik deskriptif, persentase ketuntasan, analisis N-Gain, dan analisis interaktif kualitatif. Hasil penelitian menunjukkan bahwa implementasi media spinning wheel interaktif secara signifikan meningkatkan kemampuan recall, keterlibatan belajar, dan retensi konsep siswa. Nilai rata-rata siswa meningkat dari 63,50 pada pra-siklus menjadi 74,25 pada Siklus I dan mencapai 81,63 pada Siklus II, dengan ketuntasan klasikal meningkat dari 12,50% menjadi 87,50%. Nilai N-Gain sebesar 0,51 menunjukkan peningkatan pada kategori sedang, namun secara pedagogis menunjukkan penguatan retrieval memory yang substantif. Penelitian ini memperluas kajian retrieval practice ke dalam konteks pendidikan agama Islam dengan menunjukkan bahwa gamifikasi tidak hanya berfungsi sebagai strategi peningkatan motivasi belajar, tetapi juga sebagai mekanisme penguatan memori kognitif dan internalisasi nilai moral dalam pembelajaran berbasis nilai.
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