Vol. 4 No. 2 (2026): Volume 4 Number 2 (Juni) 2026

					View Vol. 4 No. 2 (2026): Volume 4 Number 2 (Juni) 2026

This issue presents a diverse collection of articles exploring innovations in education and learning, particularly through the use of digital media, the development of educational games, and the strengthening of various aspects of literacy. The articles in this issue examine the use of digital learning media to improve Tajwid understanding, the implementation of the Kampung Tajwid game based on local culture, and the development of learning games to address early childhood difficulties in basic reading, writing, and arithmetic skills. In addition, this issue features the application of game-based learning in science education, an exploration of the learning needs of seventh-grade students in Tauhid at Madrasah Diniyah Takmiliyah Awaliyah (MDTA), and efforts to strengthen environmental literacy through a waste classification board game. Overall, this issue highlights the importance of creative, interactive, and contextual learning innovations in improving students’ understanding, engagement, and learning experiences.

Published: 2026-06-29

Articles