Alam Tarlam
Institut Miftahul Huda Subang

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Studi Meta-Analisis Dampak Penggunaan Vidio Pembelajaran Terhadap Peserta Didik Alam Tarlam
Oasis : Jurnal Ilmiah Kajian Islam Vol. 9 No. 2 (2025)
Publisher : Pascasarjana UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/oasis.v9i2.19605

Abstract

This study aims to analyze the impact of using video media on the effectiveness learning through a meta-analysis approach. Data were collected from 10 relevant previous studies to identify patterns and trends in the use of video media as a learning aid. The analysis results indicate that video media has a significant positive impact on students' learning outcomes. The average pretest score before using video media was 55.75%, while the average posttest score increased significantly to 86.33%. Additionally, student attendance rates increased by 30.25%, suggesting that video media not only enhances conceptual understanding but also boosts learning motivation. These findings confirm that integrating video media into learning can make the learning process more interactive, engaging, and effective, thereby supporting the improvement of religious education quality at various levels.
Multicultural Islamic Education Model Based On Local Wisdom: Implementation of the Tafsir Lenyepaneun by Moh. E. Hasim in the Cicendo Bandung Community Alam Tarlam; Eti Nurhayati; Septi Gumiandari; Ahmad Asmuni
Al-Tarbawi Al-Haditsah: Jurnal Pendidikan Islam Vol. 11 No. 01 (2026): Pendidikan Islam
Publisher : Pendidikan Agama Islam, Fakultas Ilmu Tarbiyah dan Keguruann, IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/93zq2764

Abstract

This study examines the implementation of an Android-based Islamic learning media grounded in Acehnese local wisdom among Generation Z students at State Islamic Higher Education Institutions (PTKI) in Aceh Province. Responding to the digital-native characteristics of Generation Z and drawing on constructivist learning theory and culturally responsive pedagogy, the research employs a qualitative case study design involving lecturers, Generation Z students, educational technologists, cultural leaders, and educational technology practitioners. Data were collected through in-depth semi-structured interviews, participant observation, and document analysis, and analyzed using thematic analysis. The findings reveal that integrating local wisdom values such as the philosophy of “Adat bak Poe Teumeureuhom, Hukom bak Syiah Kuala,” the Peusijuek tradition, and Kenduri Blang into interactive multimedia significantly enhances student engagement and contextual understanding of Islamic teachings. Among the application features, gamification elements (points, badges, and challenges) and social learning tools (discussion forums and peer feedback) demonstrated the highest impact on motivation and active participation, while content personalization strengthened individual learning pathways. The study contributes theoretically by proposing a culturally integrated digital learning model that bridges Islamic education innovation with local wisdom preservation. However, challenges remain in infrastructure readiness, human resource competence in application development, and ensuring the authenticity of digitally represented cultural content. Overall, this implementation supports effective Islamic education innovation while fostering a technologically adaptive generation rooted in Islamic values and Acehnese cultural heritage. Keywords: Educational technology, local wisdom of Aceh, Generation Z, Islamic education innovation, Android application.    
Inovasi Pembelajaran Membaca Al-Qur’an Berbasis Game Edukasi: Analisis Efektivitas Aplikasi Belajar Hijaiyah di Era Digital Alam Tarlam; Kemuning Khansa Mahdiyyah; Sekar Catur Wulandari
JOURNAL SAINS STUDENT RESEARCH Vol. 4 No. 1 (2026): Februari: Jurnal Sains Student Research
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v4i1.8329

Abstract

This study discusses innovations in Qur’an reading instruction through the use of an educational game, specifically by analyzing the effectiveness of the Belajar Hijaiyah application in the digital era. The background of this research stems from the need to modernize Qur’anic learning media, especially for young children who are generally more attracted to interactive, technology-based platforms. This study employs a qualitative descriptive method, with data collected through application feature observation, content analysis, and a review of user feedback on the Play Store. The findings indicate that Belajar Hijaiyah offers several interactive features such as pronunciation audio, quiz games, and letter visualizations that enhance children’s motivation and interest in learning. In terms of usability, the application is considered easily accessible and user-friendly. However, the study also identifies several limitations, including certain features that are only available through subscription. Overall, the Belajar Hijaiyah application is effective as a supplementary medium for teaching Qur’an reading, particularly in the introductory stage of learning Hijaiyah letters. This research contributes to the development of digital-based Islamic educational media and encourages the integration of technology into Qur’anic instruction.
PEMANFAATAN MEDIA DIGITAL INTERAKTIF DALAM PEMBELAJARAN MEMBACA AL-QURAN UNTUK ANAK USIA DINI : MELALUI MEDIA SMART HAFIZH Dinda Nur Rosyidah; Lida Fitri; Alam Tarlam
JOURNAL SAINS STUDENT RESEARCH Vol. 4 No. 1 (2026): Februari: Jurnal Sains Student Research
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v4i1.8396

Abstract

Early childhood usually spends their time playing. There are many choices of games that can be fun and make them happy. The role of teacher and parents is very important in choosing safe games for children, of course games that are useful and educational for them. One example of an educational game for children is Smart Hafiz which has the advantage of being suited to children's needs. Apart from being safe from radiation, Smart Hafiz has a lot of content that can provide lessons for children, especially Islamic religious learning which is packaged with songs, stories, and stories, which are equipped with audio-visuals so that children will enjoy and be more interactive with the learning content. Smart Hafiz is designed for children's safety and comfort so that children can play while learning in a fun, entertaining way without losing the educational element of this tool. A child's ability to read the Koran fluently is every parent's hope., the family environment acts as the first foundation stone which becomes the main focus of education for children to eradicate illiteracy in the Koran as well as being a filter from the bad influence of technology. This research is qualitative research using content analysis and literature study methods. This research focuses on: how urgent it is to teach the Koran to early children ; what are the features of learning the Koran in Smart Hafiz media; and how to use Smart Hafiz media to support the ability to read the Koran. The research results found three important aspects that parents must pay attention to when using Smart Hafiz media to be able to support children's ability to read the Al-Qur'an, including: 1) optimizing function, which emphasizes use according to correct procedures; 2) potential development, which anticipates hampering children's productivity; and 3) instilling values, which requires a direct educational touch from parents.