Polya Based Tangram Game Media For Problem Solving In Islamic Guidance
Media Game Tangram Berbasis Polya Untuk Pemecahan Masalah Dalam Bimbingan Islam
DOI:
https://doi.org/10.21070/halaqa.v10i2.1901Keywords:
Tangram Game, Polya Heuristics, Islamic Counseling, Spatial Reasoning, Cognitive DevelopmentAbstract
General Background The twenty-first century demands robust analytical competencies, which seamlessly aligns with the Islamic educational objective of optimizing human reasoning. Specific Background Elementary school students often skip essential cognitive stages during tasks, creating a necessity for interactive visual tools to systematically guide their mental processes. Knowledge Gap Current literature predominantly focuses on geometric puzzles for general mathematics, leaving a void in their application as a structured guidance medium that integrates Western heuristic models with Islamic values of perseverance. Aims This study develops a digital game based on George Polya's sequential steps to facilitate spatial reasoning skills among fourth-grade students. Results Utilizing a standard four-stage development model, expert validations confirmed high feasibility for the product and materials, while field tests demonstrated exceptional practicality among teachers and students, successfully stimulating diverse resolution strategies with indicator achievements reaching 89% to 94%. Novelty The developed visual tool bridges modern cognitive science and spiritual values by merging sequential logic with the resilience ethos of Surah Al-Insyirah. Implications Providing a highly practical framework for educational guidance, this intervention trains mental persistence and warrants future quasi-experimental research to measure causal outcomes empirically.
Highlights-
Expert validations and field trials confirm the high feasibility and absolute practicality of this digital interactive tool.
-
Fourth-grade learners demonstrated advanced strategic planning capabilities through systematic heuristic steps.
-
Merging Western cognitive models with religious resilience fosters mental persistence against spatial challenges.
Tangram Game; Polya Heuristics; Islamic Counseling; Spatial Reasoning; Cognitive Development
Downloads
References
Althamiranda, A., Fitria, N., Nurrohmat, T., Fatimah, A., Suwaningsih, E., & Nurussama, A. (2025). Analisis Kemampuan Pemecahan Masalah Peserta Didik Kelas 4 Sekolah Dasar Pada Materi Bangun Datar Dengan Pendekatan Polya. Jurnal Ilmiah Pendidikan Dasar, 10(2), 400-
-414. https://doi.org/10.23969/jp.v10i02.27279
Andayani, N. P., Siska, Y., & Juwantara, R. A. (2024). Pengaruh model pembelajaran creative problem solving terhadap hasil belajar ipas siswa kelas 4 sd negeri 1 kaliawi tahun pelajaran 2023/2024. Jurnal Ilmiah Mahasiswa Pendidikan Guru Sekolah Dasar, 3(1).
Ayu Pertiwi, L., Andriani, M., Ramadhani, N. I., & Sari, T. I. (2023). Penggunaan Media Tangram untuk Meningkatkan Kemampuan Berpikir Kritis Siswa dalam Pembelajaran Matematika di Sekolah Dasar. El-Madib: Jurnal Pendidikan Dasar Islam, 3(1), 56--73. https://doi.org/10.51311/el-madib.v3i1.602
Fadilla, R., Putri, S. D., Pratiwi, A., Jadidi, & Sahputra, D. (2023). Peran Guru BK dalam Mengatasi Kesulitan Belajar Siswa Pecandu Game Online di SMA Negeri 4 Binjai. Jurnal Ilmiah Wahana Pendidikan, 9(1), 422–429. https://doi.org/10.5281/zenodo.7545960
Fikry, M., Arsyad, M. N., & Sunuyeko, N. (2024). Pengembangan Media Monopoli dalam Meningkatkan Motivasi serta Minat pada Mata Pelajaran IPS Kelas 7 SMP. Ideguru: Jurnal Karya Ilmiah Guru, 9(3), 1574--1582. https://doi.org/10.51169/ideguru.v9i3.987
Permana, A. B., Siswono, T. Y. E., & Wiryanto, W. (2025). Pengembangan Media Game Education Tangram pada Pembelajaran Berbasis Masalah untuk Meningkatkan Berpikir Kritis dan Pemecahan Masalah Matematis Siswa SMP. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 8(9), 10617--10631. https://doi.org/10.54371/jiip.v8i9.9089
Purba, D., Nasution, Z., & Lubis, R. (2021). Pemikiran George Polya tentang Pemecahan Masalah.
Jurnal MathEdu (Mathematic Education Journal), 4(1), 25--31.
Putri, S. W. (2024). Strategi Pembelajaran Berbasis Masalah dalam Meningkatkan Kemampuan Problem Solving Peserta Didik. 2(2).
Rukmana, W. A. (2016). Penerapan Bimbingan Klasikal Teknik Problem Solving untuk Meningkatkan Self-Regulated Learning pada Siswa. Skripsi. Universitas Negeri Surabaya.
Sary, D. S. E., & Hanggara, G. S. (2023). Problem solving Mahasiswa. Prosiding SEMDIKJAR (Seminar Nasional Pendidikan Dan Pembelajaran), 6, 322--333.
Sugiyono. (2014). Metode Penelitian Pendidikan: (Pendekatan Kuantitatif, Kualitatif dan R & D).
Alfabeta.
Sugiyono. (2018). Metode Penelitian Bisnis: Pendekatan Kuantitatif, Kualitatif, Kombinasi dan R&D. Alfabeta.
Sumiati, S., Hermina, D., & Salabi, A. (2024). Rancangan Penelitian dan Pengembangan (R & D) Pendidikan Agama Islam. Fikruna, 6(1), 1--21. https://doi.org/10.56489/fik.v6i1.134
Triprani, R., Hidayati, L., & Wulandari, S. (2023). Integrasi STEAM dan Problem Solving dalam Pembelajaran Berbasis Proyek. Jurnal Inovasi Pendidikan, 7(2).
Tsalitsah, N., & Baalwi, M. (2024). Pengaruh media tangram terhadap kemampuan berpikir kreatif matematika kelas V SDN Suko 2 Sidoarjo. Jurnal Pendidikan Dasar Nusantara, 9(2).
Ummah, S. K. (2021). Peran media pembelajaran dalam meningkatkan motivasi dan kualitas belajar siswa. Jurnal Pendidikan dan Kebudayaan, 6(1).
Wardani, S., & Putra, A. (2024). Efektivitas media tangram pada materi geometri dalam meningkatkan berpikir kreatif matematis siswa SD. Jurnal Pendidikan Matematika, 18(1).
Downloads
Published
How to Cite
License
Copyright (c) 2026 Widya Nur'aini, Dika Sahputra

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.



