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The Role of Islamic Social Media Etiquette in Shaping Students’ Online Behavior: A Case Study of Eighth-Grade MTs Students Adawiyah, Robiatal; Arifin, Moch. Bahak Udin By
Journal of Educational Research and Practice Vol. 3 No. 2 (2025): Journal of Educational Research and Practice
Publisher : Yayasan Centre for Studying and Milieu Development of Indonesia (CESMiD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70376/jerp.v3i2.380

Abstract

The widespread use of social media in Indonesia has significantly influenced student behavior, making it necessary to examine how religious-based social media etiquette can foster positive character development. This study explores the implementation of Islamic teachings on social media manners among eighth-grade students at MTS Bustanul Ulum, focusing on how these teachings shape their daily online behavior. Using a qualitative field research approach, the data are collected through observations and structured interviews with students and Islamic education teachers. The findings reveal that although students demonstrate a good understanding of the principles of social media etiquette—including tabayyun (fact-checking), respectful communication, and avoiding offensive content—there remains a gap between their knowledge and actual practice. Instances of cyberbullying and the use of inappropriate language persist across platforms such as Instagram and WhatsApp. These findings suggest that while instructional materials from the Aqidah Akhlaq curriculum are aligned with Islamic values, their internalization among students requires continuous support. The study implies that schools and families must actively guide students to apply Islamic manners consistently in digital interactions. This research contributes to the discourse on digital ethics in Islamic education and offers practical insights into character education in the digital era.
ANALISIS FAKTOR KESULITAN BELAJAR BAHASA ARAB DI MADRASAH ALIYAH SIDOARJO Mubarroq, Iqbal Sulthon; Arifin, Moch. Bahak Udin By
Jurnal Dedikasi Pendidikan Vol 9, No 2 (2025): JULI 2025
Publisher : Center for Research and Community Service (LPPM) University of Abulyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30601/dedikasi.v9i2.5954

Abstract

Arabic language subjects have long been implemented in Indonesia, especially at the Madrasah Aliyah (MA) level. However, the learning outcomes set have not been achieved. The purpose of this study is to analyze the difficulties of learning Arabic in MA. This type of research uses descriptive qualitative research method. The main data source was obtained by making direct observations in the field, namely the teacher and MA Darul Fikri Sidoarjo. The data collection techniques used are interviews, observation, documentation. The results of research conducted by researchers at Madrasah Aliyah (MA) Darul Fikri Sidoarjo in analyzing students' difficulties in understanding Arabic language subjects in class X Azhary, found that there are factors that cause difficulties experienced by students. These factors are the first internal factor, Mastery of vocabulary (mufradat), second, difficulty pronouncing Arabic, third lack of motivation, and external factors, first, learning media, second, learning methods, third, environmental factors. Efforts made by teachers at MA Darul Fikri Sidoarjo Islamic Boarding School in Arabic language subjects, namely, providing motivation and evaluation in Arabic language learning, to overcome learning difficulties show a pretty good effort. This can be seen from the teacher's efforts in overcoming learning difficulties, including using good and interesting learning methods and media
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

Abstract

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
Classroom Management through Audiovisual Media in Islamic Elementary Science Learning: Pengelolaan Kelas Melalui Media Audiovisual dalam Pembelajaran Sains di Sekolah Dasar Islam Fadhilah, Dyah Nur; Arifin, Moch. Bahak Udin By
Indonesian Journal of Islamic Studies Vol. 13 No. 3 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijis.v13i3.1824

Abstract

General Background: Effective classroom management is a key determinant of successful learning outcomes, particularly in science education, where conceptual understanding often requires interactive methods. Specific Background: At Hasanuddin Islamic Elementary School, integrating audiovisual media into science instruction has been implemented to foster engagement and comprehension among fourth-grade students. Knowledge Gap: However, limited studies have explored how audiovisual-based classroom management specifically shapes students’ participation, discipline, and conceptual grasp in Islamic elementary settings. Aims: This study aims to analyze the implementation and effectiveness of classroom management strategies using audiovisual media in science learning. Results: Findings reveal that audiovisual integration enhances students’ focus, creativity, and motivation while helping teachers maintain class discipline and optimize lesson delivery. Novelty: This research provides insight into the contextual use of audiovisual strategies in Islamic education, combining technological innovation with value-based pedagogy. Implications: The study underscores the need for accessible digital tools in Islamic schools to support dynamic, student-centered learning environments that align with modern educational paradigms. Highlights: Audiovisual media improves classroom dynamics and student participation. Strengthens conceptual understanding through interactive learning. Promotes innovation in Islamic elementary education practices. Keywords: Classroom Anagement, Audiovisual Media, Islamic Education, Science Learning, Student Engagement
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

Abstract

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

Abstract

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

Abstract

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