Spin Game sebagai Inovasi Pembelajaran SKI dalam Meningkatkan Keaktifan Siswa Kelas XI di MAN 1 Mataram Tahun 2025/2026
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1 UIN Mataram, 2 UIN Mataram, 3 UIN Mataram
Abstract
Low student participation in Islamic Cultural History (SKI) learning at MAN 1 Mataram indicates the need for learning innovation that can encourage students’ active engagement, especially because the learning process still largely uses conventional methods. This study aims to describe the implementation of the spin game as an innovation in SKI learning, examine the level of student activity during its use, and identify supporting and inhibiting factors in its implementation among Grade XI students of MAN 1 Mataram in the 2025/2026 academic year. This study used a qualitative approach with a descriptive research type. The research subjects consisted of an SKI teacher, students of Class XI IPA 2, and several related parties within MAN 1 Mataram. Data were collected through observation, interviews, and documentation, then analyzed through the stages of data reduction, data presentation, and conclusion drawing. Data validity was tested using source triangulation, technique triangulation, and time triangulation. The results show that the implementation of the spin game was carried out through the stages of analysis, planning, development, implementation, and learning evaluation. Student activity was evident in increased involvement in learning activities, courage in asking questions, participation in discussions, and the ability to express opinions. Supporting factors in the implementation of the spin game included the use of engaging learning media, the availability of adequate facilities and infrastructure, and the teacher’s active involvement in learning. Meanwhile, inhibiting factors included difficulty in managing the class when the atmosphere became noisy, technical obstacles, and limited learning time. This study affirms that the spin game can serve as an effective SKI learning innovation in increasing student activity. Its implications suggest that teachers can use educational game media in a planned manner to create SKI learning that is more interactive, participatory, and meaningful.
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