Fajar Trihadi
Universitas Negeri Jakarta

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Rebranding Pendidikan Agama Islam Masa Kini: Kajian Pemikiran Double Movement Fazlur Rahman Pada Pendeketan Deep Learning Sarah Sakhowah; Rizki Fauzan; Fajar Trihadi; Abdul Fadhil
Advances In Education Journal Vol. 2 No. 3 (2025): Advances In Education Journal (Desember)
Publisher : Yayasan Al-Afif

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pendidikan Agama Islam (PAI) di era modern menghadapi tantangan relevansi dalam menanamkan nilai keislaman di tengah globalisasi dan perkembangan teknologi. Penelitian ini bertujuan menganalisis upaya rebranding PAI melalui gagasan double movement Fazlur Rahman serta relevansinya dengan paradigma deep learning. Pendekatan double movement menekankan dua gerak hermeneutik, yaitu memahami ayat Al-Qur’an berdasarkan konteks historis turunnya wahyu dan merelevansikannya dengan konteks kehidupan kontemporer. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi pustaka dan analisis reflektif terhadap karya Fazlur Rahman serta literatur pendidikan. Hasil kajian menunjukkan bahwa rebranding PAI melalui pendekatan ini mampu menjembatani kesenjangan antara teks dan konteks, serta mendorong pembelajaran yang kritis dan bermakna. Integrasi deep learning memperkuat internalisasi nilai Islam secara kontekstual, sehingga PAI dapat berperan sebagai pendidikan yang adaptif, reflektif, dan transformatif.
Pengembangan Media Pembelajaran Berbasis Gamifikasi pada Materi Sejarah Kebudayaan Islam Kelas 10 SMA Rizki Fauzan; Sayyid Arkan Nizami; Fajar Trihadi; Aghil Syarif; Aaliyah Putri; Ahmad Nur Fahmi
Advances In Education Journal Vol. 2 No. 3 (2025): Advances In Education Journal (Desember)
Publisher : Yayasan Al-Afif

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The development of gamification-based learning media in Islamic Cultural History materials is motivated by several problems encountered in the learning process, such as students’ low learning motivation and the use of instructional media that still tends to be conventional. This condition indicates the need for innovative learning media that encourage active student participation while creating an enjoyable learning experience, particularly in the topic of Walisongo da’wah. This study aims to develop gamification-based learning media that are valid and feasible for use in the learning process. This development research employed the Research and Development (R&D) method using the 4D Thiagarajan model, which consists of four main stages: define, design, develop, and disseminate. However, this study was limited to the develop stage and did not proceed to the disseminate stage. The development stage was conducted through validation by material experts and media experts, followed by product revisions based on the experts’ suggestions and feedback. Data collection techniques included field observations and interviews for needs analysis, as well as validation questionnaires based on a Likert scale, which were analyzed by calculating the percentage of media feasibility. The results of the development indicate that the gamification-based learning media developed fall into the valid category according to expert assessments, with several notes for improvement. After revisions were made in accordance with expert suggestions, the developed learning media were declared feasible for use in Islamic Cultural History learning.Gamification, Islamic Cultural History, Learning Media, R&D.