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Arabic Scrambled Card Games for Vocabulary Mastery in Islamic Schools: Permainan Kartu Acak Berbahasa Arab untuk Penguasaan Kosakata di Sekolah-Sekolah Islam Waliyuddin, Muhammad Dzamir; Arifin, Moch. Bahak Udin By
Indonesian Journal of Islamic Studies Vol. 13 No. 4 (2025): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijis.v13i4.1829

Abstract

General Background: Mastery of Arabic vocabulary (mufradat) is fundamental in supporting students’ proficiency in understanding, speaking, and writing Arabic, especially within Islamic educational settings. Specific Background: However, conventional teaching methods often fail to engage students, resulting in low motivation and limited vocabulary retention. Knowledge Gap: Previous studies have explored card-based learning but have not integrated visual and linguistic elements simultaneously to improve Arabic vocabulary comprehension. Aims: This study aimed to investigate the use of Arabic Scrambled Card Games in improving vocabulary mastery among eighth-grade students at Al-Fattah Buduran Middle School. Results: Using a pretest-posttest one-group experimental design with 20 participants, the study found a significant mean score increase of 32.12 points (85.37%), confirming the medium’s effectiveness in fostering vocabulary retention and comprehension. Novelty: The innovation lies in adapting Sekata cards into Arabic Scrambled cards that merge Arabic letters and images to form meaningful learning interactions. Implications: This approach enhances students’ active engagement, cognitive retention, and enjoyment in Arabic language learning, making it an effective pedagogical tool for Islamic education. Highlights: Introduces Arabic Scrambled as a novel interactive learning medium. Demonstrates significant vocabulary improvement among middle school students. Promotes engaging, meaningful Arabic learning in Islamic education contexts. Keywords: Arabic Scrambled, Mufradat, Vocabulary Learning, Islamic Education, card Games
Pemanfaatan Alat Peraga Geoboard Berbasis Digital untuk Meningkatkan Minat Belajar Matematika pada Siswa Kelas V: Pemanfaatan Alat Peraga Geoboard Berbasis Digital Untuk Meningkatkan Minat Belajar Matematika Pada Pendidikan Dasar Arifin, Moch. Bahak Udin By; Amalia, Sarah Rizki
MODELING: Jurnal Program Studi PGMI Vol. 11 No. 1 (2024): Maret
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v11i1.1903

Abstract

Penggunaan alat peraga sangat diperlukan dalam bidang pendidikan, agar proses pembelajaran siswa menjadi menarik dan tidak membosankan. Jika pembelajaran Matematika tidak dilakukan dengan cara yang menyenangkan, maka siswa akan menganggap Matematika sebagai mata pelajaran yang sulit dan siswa akan kesulitan untuk terlibat dalam kegiatan pembelajaran. Geoboard adalah alat peraga Matematika yang berbasis digital yang di gunakan untuk meningkatkan minat belajar siswa, Penggunaan alat peraga berbasis digital lebih efektif digunakan pada pembelajaran sekarang ini yang dilakukan secara online maupun offline. Selain itu, alat peraga berbasis digital juga tidak memakan banyak waktu dalam pelaksanaannya sehingga dapat lebih efektif dalam menyelesaikan materi pembelajaran dan juga siswa tidak akan lagi menganggap Matematika sebagai mata pelajaran yang susah dan membosankan. Penelitian ini bertujuan untuk mengetahui manfaat alat peraga geoboard berbasis digital untuk meningkatkan minat belajar Matematika pada siswa kelas V. Jenis penelitian yang di gunakan yaitu kualitatif deskriptif yang di lakukan pada siswa kelas V MI Darussalam sugihwaras. Teknik pengumpulan data pada penelitian ini dengan cara : 1) observasi; 2) wawancara; 3) dokumentasi.
EFEKTIFITAS MODEL MIND MAPPING DALAM PEMBELAJARAN BAHASA INDONESIA KELAS IV SD/MI Wahyuni, Very Indah; Arifin, Moch. Bahak Udin By
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 6 No 2 (2022): AGUSTUS
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v6i2.12363

Abstract

Latar belakang dari penelitian ini karenakurangnya keterampilan siswa dalam menulis puisi. Model mind mapping menjadi salah satu alternatif agar keterampilan siswa dalam menulis puisi menjadi optimal. Tujuan penelitian ini adalah untuk mengetahui efektifitas model mind mapping dalam pembelajaran Bahasa Indonesia materi menulis puisi siswa kelas 4 (empat) Madrasah Ibtidaiyah Darul Hidayah Tulangan tahun ajaran 2021/2022. Jenis penelitian ini adalah eksperimen semu (quasi experimen). Populasi dalam penelitian ini adalah seluruh siswa kelas 4 (empat) Darul Hidayah Tulangan. Teknik pengumpulan data pada penelitian ini yaitu dengan observasi, dokumentasi, dan tes menulis puisi. Uji hipotesis pada penelitian ini menggunakan rumus t-test yang didahului dengan uji prasyarat analisis menggunakan uji normalitas dan uji homogenitas. Hasil penelitian menunjukkan bahwa terdapat pengaruh yang signifikan model mind mapping terhadap keterampillan menulis puisi siswa kelas IV MI Darul Hidayah Tulangan. Hal ini dibuktikan dari hasil t-test dengan taraf signifikan 0.000 diperoleh thitung -5.561 < ttabel -2.015. Nilai thitung < ttabel menunjukkan bahwa keterampilan menulis puisi kedua kelompok berbeda secara signifikan. Dari hasil analisis tersebut bisa diambil kesimpulan bahwa penerapan model mind mapping efektif digunakan dalam pembelajaran bahasa Indonesia materi menulis puisi.
Intensity Analysis of Gadget Use on Learning Disciplines of Elementary School Age Children Arifin, Moch. Bahak Udin By; Marnah, Marnah
DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar Vol. 6 No. 2 (2023): VOLUME 6, NUMBER 2, 2023
Publisher : Program Studi PGSD, Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/didaktika.v6i2.64939

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The gadget is a technology with interesting features and applications so its use is very high. The use of gadgets is not only among adults but also among students. The use of gadgets that parents do not give limits and attention to will have a negative impact on students. This research aims to determine the intensity of using gadgets in the learning discipline of elementary school-age children. The research method used is descriptive qualitative. The data source used in this research is article documents obtained from Publis or Perish as primary data. At the same time, secondary data was obtained from cluster analysis and analysis graphs in research data collection techniques using Publis or Perish and Vos Viewer. The research data analysis technique uses the Milles and Huberman model, which consists of several stages: data collection, data reduction, data presentation, and drawing conclusions. The results of this study indicate that the high intensity of using gadgets can hurt students. When students are already addicted to gadgets, they are likely to become dissidents, ignore the assignments given by the teacher, and become lazy to do practical activities. The impact is physical changes in students, decreased learning discipline, lack of interest in learning, disturbed learning concentration, and children becoming anti-social. At the same time, the positive impact is obtaining information without any restrictions and increasing friendship networks on social media.
The Influence of the Application of Video Media on Learning Activities and Science Learning Outcomes for Grade 6 Elementary School Students: Pengaruh Penerapan Media Video terhadap Aktivitas Belajar dan Hasil Belajar IPA Siswa Kelas 6 Sekolah Dasar Karimah, Inayatul; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 17 No. 2 (2022): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v18i.644

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This study aims to determine the effect of the application of video media on learning activities and science learning outcomes for fourth grade students of MINU Kedungcangkring. The research method used is quantitative with a causal comparative research design which is tested in one class. The assessment instrument used is a statement in the form of multiple choice, totaling 10 questions to find out the answers of the respondents. The sample of this study was class IV at MINU Kedungcangkring with a total of 25 students. The sampling technique in this research is sampling. Data analysis used Anova simple linear regression test. Data analysis used a simple linear regression test through the IBM SPSS 24.0 application. The results of the study on the linear regression test of video media on learning activities showed that the significance value of 0.000 was smaller than the significant level of 0.05, on video media on learning outcomes of 0.285 and on learning activities on learning outcomes it had a value of 0.641 where the overall value was significant. > the significant level used is 0.05. Based on the results of this study, it can be concluded that there is an effect on the application of video media to learning activities but does not affect learning outcomes, learning activities and learning outcomes.
Snake and Ladder Game to Improve Students' Mastery of Arabic Vocabulary: Media Ular Tangga untuk Meningkatkan Penguasaan Mufrodat Bahasa Arab Siswa Pulangsih, Wiku; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 20 No. 3 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i3.904

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General background: Vocabulary mastery is a key element in learning Arabic, as it supports students’ overall language skills and comprehension. Specific background: In many schools, including SMP Muhammadiyah 6 Krian, Arabic vocabulary learning is still dominated by conventional media such as textbooks and whiteboards, which often fail to stimulate student interest. Knowledge gap: Limited research has explored the integration of traditional games as structured learning media for Arabic vocabulary at the junior high school level. Aims: This study aims to develop a snake and ladder game as a learning medium to improve students’ mastery of Arabic vocabulary (mufrodat). Results: Using the Borg and Gall R&D model (9 stages), data were collected via observation, interviews, and questionnaires. The media validation score was 84.4%, language validation 100%, and material validation 85.7%, all categorized as highly feasible. Student response reached 90.4%, also in the highly feasible category. Novelty: The study transforms a familiar traditional game into a structured, curriculum-based Arabic learning medium. Implications: This media can be an engaging alternative to foster active learning and motivation in Arabic classes. Highlights : Combines traditional games with curriculum-based Arabic learning Achieves high validation scores from experts and students Offers engaging media to support active vocabulary learning Keywords : Arabic Vocabulary, Snake and Ladder, Learning Media, Junior High School, R&D Model
ANALISIS PENERAPAN COLLABORATIVE LEARNING DALAM PEMBELAJARAN BAHASA ARAB DI SMA MUHAMMADIYAH BOARDING SCHOOL 3 TULANGAN Ibnu Iqbal, Waritsuddin; By Arifin, Moch. Bahak Udin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32041

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This study aims to analyze the implementation of the Collaborative Learning method in Arabic language instruction at SMA Muhammadiyah Boarding School 3 Tulangan and to identify the supporting and inhibiting factors influencing its application. Using a qualitative descriptive approach, data were collected through observation, interviews, and documentation. The findings reveal that the implementation of Collaborative Learning has been carried out in a limited yet purposeful manner, involving activities such as group discussions, dialogue construction, storytelling, and educational games. This method has proven effective in encouraging active student participation and enhancing both Arabic language skills and interpersonal collaboration. However, several obstacles were encountered during its implementation, including unequal participation among students, limited instructional time, the use of textbooks that do not align with students’ proficiency levels, and weak self-regulation abilities. On the other hand, institutional support, students' enthusiasm, and the application of process-based assessment serve as key success factors. The study recommends strengthening classroom management strategies, adjusting instructional materials, allocating more appropriate learning time, and providing continuous teacher training to optimize the effectiveness of Collaborative Learning in the context of Arabic instruction in a boarding school setting
PENGEMBANGAN EVALUASI PEMBELAJARAN BAHASA ARAB BERBASIS DIGITAL PADA SMP MUHAMMADIYAH 10 SIDOARJO Zahroo, Roosyidah Haniifah; By Arifin, Moch. Bahak Udin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32801

Abstract

The development of a wordwall website application-based evaluation tool is a development that provides convenience for students and teachers in implementing Arabic language learning evaluations. This study aims to determine the feasibility, flexibility, and accuracy of a digital wordwall website application-based evaluation tool in Arabic language learning at SMP Muhammadiyah 10 Sidoarjo. This study uses a development method or Research and Development with the ADDIE model with 5 stages: Analysis, Design, Development, Implementation, Evaluation. Data in this study were collected through questionnaires, interviews, observations, and documentation. Questionnaires were given to grade VIII students of SMP 10 Sidoarjo, interviews were conducted with Arabic language teachers, observations were carried out during product trials in the classroom, then documentation was taken from the tool testing process and through student learning outcomes. Furthermore, as a test of the feasibility of the product, the researcher used the assistance of validators in this study who were material experts, media experts, and Arabic language experts. According to the results of the expert validation test by the validator lecturer, the media product evaluation tool developed was said to be "very valid", as well as the response of students after carrying out the trial of the evaluation tool showed a high sense of enthusiasm during the application of the evaluation tool, this indicates that the product evaluation tool based on the wordwall website application developed is very valid and feasible to be applied in the Arabic language learning process of class VIIIC SMP Muhammadiyah 10 Sidoarjo.
Development of Life Based Learning E-Modules to Improve Students' Critical Thinking Skills Nurdyansyah, Nurdyansyah; Arifin, Moch. Bahak Udin By; Cemerlang, Dipta Arimbi Hariba; Rais, Pandi
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 3 (2024): September
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.11883

Abstract

This study aims to develop and analyze the feasibility, practicality, and effectiveness of e-modules based on life-based learning for improving students' critical thinking skills. The research employs the Research and Development (R&D) method with the ADDIE model, which includes analysis, design, development, implementation, and evaluation. Data collection techniques included questionnaires, document checklists, and tests. The results indicated that material expert validation yielded a value of 3.83 (95.8%), categorizing it as very valid, while media expert validation resulted in a value of 3.70 (92.5%), also classified as very valid. Linguist validation achieved a value of 3.85 (96.4%), falling into the very valid category. The practicality test of the product scored 98.4%, indicating it is very interesting and practical. The t-test results revealed a significant increase in critical thinking skills after using e-modules based on life-based learning. Specifically, the pre-test average score was 64.25, and the post-test average score was 88.41. The t-test p-value was 0.00 (less than 0.05), leading to the rejection of the null hypothesis (Ho) and acceptance of the alternative hypothesis (Ha). This shows that: 1) the e-module is practical, interesting, and effective as a learning tool for enhancing students' critical thinking skills, and 2) there is a significant improvement in students' critical thinking skills.
Outing Class as a Strategy to Strengthen Merdeka Curriculum Implementation: Kegiatan Lapangan sebagai Strategi untuk Menguatkan Pelaksanaan Kurikulum Merdeka Nailirrohmah; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.979

Abstract

Background: The Merdeka Curriculum emphasizes flexible and contextual learning, yet limited interactive learning resources in several schools hinder its optimal implementation. Specific Background: SDN Candiharjo has applied Outing Class activities, but no empirical evidence has been documented regarding their contribution to curriculum effectiveness. Gap: Previous studies highlighted benefits of outdoor learning, but none assessed its direct role in strengthening the Merdeka Curriculum within this specific school context. Aim: This study examines the effectiveness of Outing Class in supporting the Merdeka Curriculum and evaluates its contribution to students’ learning outcomes. Results: Using a sequential explanatory mixed-method design, the study shows a significant improvement in students’ scores, with the average increasing from 59.16 to 78.57, and the minimum score rising from 36 to 76. Observations and interviews confirm enhanced engagement, contextual understanding, and social interaction. Novelty: This study provides the first empirical evidence of Outing Class implementation in SDN Candiharjo within the IPAS subject, focusing on the integration of local cultural sites as learning resources. Implication: Findings support the integration of contextual outdoor learning as a practical strategy for strengthening the application of the Merdeka Curriculum in elementary schools. Highlights:• Significant learning improvement after Outing Class• Integration of local culture for contextual learning• Strengthened implementation of Merdeka Curriculum Keywords: Merdeka Curriculum, Outing Class, Contextual Learning, Elementary School, Learning Outcomes