ANALYSIS OF IMPROVING FIQIH LEARNING OUTCOMES THROUGH BOARD GAME MEDIA (ACTION RESEARCH AT MIS AL ISTIQOMAH CAKUNG, EAST JAKARTA)

Fiqh Game Board Learning Outcomes

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October 11, 2026
October 15, 2026

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The low learning achievement and high passivity of students in Fiqh learning due to the dominance of conventional lecture methods are fundamental problems at MIS Al Istiqomah Cakung. This study aims to analyze the effectiveness of the implementation of the board game media "5 Pillars of Rukun Islam" in improving the learning outcomes of Fiqh on Hajj material in 24 fifth grade students. This study applies the Classroom Action Research (CAR) model of Kemmis and McTaggart which rolls systematically over two cycles through the phases of planning, implementation, observation, and continuous reflection. Field data were collected using observation sheets, final cognitive tests, interview guidelines, and visual documentation. The results of the analysis show a dramatic increase in instructional quality, where the teacher activity observation score shot up to 97.5% and student participation reached 92.5% in the final round. The average cognitive achievement of the class moved up from 66.21 in the pre-action stage to 79.54 in the final evaluation of Cycle II. The percentage of classical learning completion also skyrocketed significantly, from a low of 37.5% to a success rate of 83.33%. The study's conclusion confirms that interactive board games successfully transformed a one-way pedagogical approach into a collaborative learning tool, directly impacting students' academic scores.