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PERAN KECERDASAN BUATAN TERHADAP TRANSFORMASI PENDIDIKAN DI ERA DIGITAL M. Nasihuddin
Salimiya: Jurnal Studi Ilmu Keagamaan Islam Vol. 5 No. 4 (2024): Salimiya
Publisher : Lembaga Penelitian, Penerbitan dan Pengabdian kepada Masyarakat (LP3M) IAIFA Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58401/salimiya.v5i4.1919

Abstract

This study explores the role of Artificial Intelligence (AI) in transforming education in the digital era. The main issue addressed is how AI enhances learning effectiveness and educational administration while facing challenges in its implementation. The research method used is a literature review with data analysis from various relevant sources. Data was collected from books, journals, and scholarly articles related to educational transformation, AI, and the digital era. The findings indicate that AI contributes to personalized learning, automated assessment, and data-driven educational management. However, its implementation faces challenges in infrastructure readiness, educator competence, and policy regulations. In conclusion, AI has great potential in education but requires a well-planned implementation strategy to ensure its benefits are optimized inclusively and sustainably.
EFEKTIVITAS GAME-BASED LEARNING BERBASIS GENIALLY TERHADAP MOTIVASI BELAJAR PAI PESERTA DIDIK DI SMPN 5 SURABAYA M. Nasihuddin; Ismail Anas
Salimiya: Jurnal Studi Ilmu Keagamaan Islam Vol. 6 No. 4 (2025): Salimiya
Publisher : Lembaga Penelitian, Penerbitan dan Pengabdian kepada Masyarakat (LP3M) IAIFA Kediri

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

Abstract

The low level of students’ learning motivation in Islamic Religious Education (IRE) remains a challenge, particularly due to the limited use of varied and interactive learning media. This study aims to examine the effectiveness of implementing game-based learning media in the form of a snakes and ladders game developed using the Genially platform in improving students’ learning motivation at a public junior high school in Surabaya. This research employed a quantitative approach with a quasi-experimental control group design. The sample consisted of 60 eighth-grade students selected through purposive sampling. Data were collected through observation and questionnaires and analyzed using descriptive analysis and a t-test. The results indicate a significant increase in students’ learning motivation following the implementation of Genially-based game-based learning media. The learning motivation score improved from the “strong” category to the “very strong” category, and the t-test results showed a significance value of 0.00 (< 0.05). These findings demonstrate that Genially-based game-based learning media are effective in enhancing students’ learning motivation in Islamic Religious Education. This study contributes to the development of innovative and digitally based learning media for Islamic Religious Education.