SMART LEARNING BOX SEBAGAI MEDIA PEMBELAJARAN BERBASIS EXPERIENTIAL LEARNING DALAM PENDIDIKAN AGAMA ISLAM
DOI:
https://doi.org/10.70281/9j52ns11Kata Kunci:
Smart Learning Box, experiential learning, media pembelajaran, Pendidikan Agama Islam, pembelajaran aktifAbstrak
Islamic Religious Education (PAI) requires learning media that do more than attract attention; they should help learners connect religious concepts with meaningful action. This article analyzes the potential of a Smart Learning Box as an experiential-learning-based medium for PAI and formulates principles for its pedagogical use. The study employs an integrative literature review of fifteen scholarly articles on experiential learning, PAI learning media, and smart box or kotak pintar media. Sources were selected for thematic relevance, traceable publication records, DOI availability, and access to full texts. A thematic synthesis was conducted by mapping four experiential learning stages concrete experience, reflective observation, abstract conceptualization, and active experimentation onto the manipulative, modular, and interactive features of box-based media. The review indicates that a Smart Learning Box becomes pedagogically meaningful when it is designed not merely as a container for cards or games but as a sequence of learning experiences. In topics such as ablution, prayer, morality, and classification of Islamic rules, learners can engage in concrete tasks, reflect on errors, construct concepts, and apply their understanding to new situations. The synthesis also highlights that effectiveness depends on material alignment, teacher-guided reflection, safe and readable components, and assessment of both understanding and application. The article concludes that the Smart Learning Box is a promising low-technology medium for integrating cognitive, affective, and psychomotor dimensions in PAI, while its specific effectiveness still requires empirical classroom testing.
Referensi
Aastiqomah, A., & Lismawati, L. (2023). Penggunaan media pembelajaran berbasis teknologi dalam upaya meningkatkan kualitas Pendidikan Agama Islam. Journal of Islamic Education and Innovation, 4(2), 92–101. https://doi.org/10.26555/jiei.v4i2.9780
Apriliana, E. N., Tamami, U. B., & Sutiyono, A. (2022). Implementation of experiential learning theory in Islamic religious education during Covid-19 pandemic. DAYAH: Journal of Islamic Education, 5(2), 174–188. https://doi.org/10.22373/jie.v0i0.12171
Arifin, Z., & Rokhman, N. (2023). Pengembangan media pembelajaran PAI dengan audio visual untuk keterampilan berwudhu di SMK Negeri 12 Surabaya. Studia Religia: Jurnal Pemikiran dan Pendidikan Islam, 7(2), 229–241. https://doi.org/10.30651/sr.v7i2.20534
Fieana, N. A., Yuliani, S. N., Fidrayani, & Hayati, M. (2024). Meningkatkan kemampuan mengenal huruf melalui media kotak pintar kelompok B2 di TK Aisyiyah Bustanul Athfal 14. Indonesian Journal of Early Childhood: Jurnal Dunia Anak Usia Dini, 6(1), 62–72. https://doi.org/10.35473/ijec.v6i1.2802
Fitri, E., & Iskandar, R. (2025). Pengembangan media pembelajaran kotak pintar Pendidikan Pancasila berbasis project based learning untuk meningkatkan berpikir kritis siswa kelas IV sekolah dasar. Jurnal Basicedu, 9(4), 1092–1100. https://doi.org/10.31004/basicedu.v9i4.10569
Hakim, L. (2018). Pengembangan media pembelajaran PAI berbasis augmented reality. Lentera Pendidikan: Jurnal Ilmu Tarbiyah dan Keguruan, 21(1), 59–72. https://doi.org/10.24252/lp.2018v21n1i6
Khumaidah, S., & Nu’man, M. (2021). Inovasi media pembelajaran PAI pada masa pandemi Covid-19. TA’LIM: Jurnal Studi Pendidikan Islam, 4(1), 90–101. https://doi.org/10.52166/talim.v4i1.2389
Kistoro, H. C. A., Ru’iya, S., Husna, D., & Burhan, N. M. (2022). Dynamics of the implementation of experience-based religious learning in Indonesian and Malaysian senior high schools. Jurnal Pendidikan Agama Islam, 19(2), 283–296. https://doi.org/10.14421/jpai.2022.192-08
Lutfiah, H. (2024). Potensi dan tantangan implementasi media pembelajaran PAI berbasis augmented reality. Berkala Ilmiah Pendidikan, 4(3), 724–730. https://doi.org/10.51214/bip.v4i3.1303
Morris, T. H. (2020). Experiential learning – a systematic review and revision of Kolb’s model. Interactive Learning Environments, 28(8), 1064–1077. https://doi.org/10.1080/10494820.2019.1570279
Nafi’ah, K. S., Attalina, S. N. C., & Zumrotun, E. (2025). Peran media smart box dalam meningkatkan minat belajar siswa pada mata pelajaran IPAS. Andragogi: Jurnal Pendidikan dan Pembelajaran, 5(2), 170–183. https://doi.org/10.31538/adrg.v5i2.2361
Rahayuningsih, S. S., Soesilo, T. D., & Kurniawan, M. (2019). Peningkatan kemampuan mengenal huruf pada anak usia 5–6 tahun melalui metode bermain dengan media kotak pintar. Scholaria: Jurnal Pendidikan dan Kebudayaan, 9(1), 11–18. https://doi.org/10.24246/j.js.2019.v9.i1.p11-18
Saofah, T., Uswatun, D. A., & Sutisnawati, A. (2024). Pengembangan media smart box berbasis Science Environment Technology Society (SETS) dalam pembelajaran IPA sekolah dasar. Ideguru: Jurnal Karya Ilmiah Guru, 10(1), 357–365. https://doi.org/10.51169/ideguru.v10i1.1301
Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039
Sukaryanti, A., Murjainah, & Syaflin, S. L. (2023). Pengembangan media pembelajaran kotak pintar keragaman di Indonesia untuk siswa kelas IV SD. Jurnal Pendidikan: Riset dan Konseptual, 7(1), 140–149. https://doi.org/10.28926/riset_konseptual.v7i1.675
Unduhan
Diterbitkan
Terbitan
Bagian
Lisensi
Hak Cipta (c) 2026 TABYIN: JURNAL PENDIDIKAN ISLAM

Artikel ini berlisensiCreative Commons Attribution-ShareAlike 4.0 International License.
