Eva Suriyaningsih
Universitas Islam Negeri Palangka Raya

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Pengembangan Game Edukasi Interaktif Berbasis Wordwall dalam Pembelajaran Fiqih Materi Shalat Subuh Berjamaah Kelas VII Eva Suriyaningsih; Jasiah Jasiah
J-SES : Journal of Science, Education and Studies Vol 5 No 1 (2026): Jurnal J-SES Vol 5 No 1
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v5i1.29335

Abstract

As the need for engaging and interactive learning media in religious studies increases, the development of technology-based media has become a relevant solution. The background of this research is the importance of using effective media to improve students' understanding of Fiqh material, especially congregational Subuh prayer, so that the learning process becomes more engaging and easier to understand. The purpose of this research is to develop and test the effectiveness of a Wordwall-based educational game as a learning medium for seventh-grade students. The method used is Research and Development (R&D) with a 4D model that includes the Define, Design, Develop, and Disseminate stages. The results of the study indicate that this Wordwall-based educational game media is effective and feasible to use, able to improve students' understanding, motivation, and interest in learning Fiqh material in an interactive and enjoyable manner.
The Intensity of Playing Online Games as a Predictor of Emotional Regulation in Elementary School Students in the Context of the Digital Era Alya Rahmi Ihsan; Eva Suriyaningsih; Fathor Rosi; Arman Nauli Nasution; Surawan Surawan
Journal of Indonesian Progressive Education Vol. 3 No. 1 (2026)
Publisher : Early Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63617/jipe.v3i1.172

Abstract

The rapid development of digital technology has significantly influenced children's daily activities, including the increasing intensity of playing online games among elementary school students. This study aims to analyze the intensity of online gaming and its relationship with emotional regulation among elementary school students. This research employed a quantitative approach using a survey method. The sample consisted of 17 elementary school students selected through purposive sampling. The research instrument used a Likert-scale questionnaire consisting of 10 items for each variable. Data analysis was conducted descriptively by calculating the mean scores and percentages. The results show that the average score of online gaming intensity among students is 26.6 or 66.5% of the maximum score, which falls into the high category. Meanwhile, the students’ emotional regulation ability is in the moderate category with an average score of 25.3 or 63.3%. These findings indicate a tendency that higher intensity of online gaming is associated with lower emotional regulation ability among students. Therefore, parental and teacher supervision is necessary to regulate children's gaming activities in order to support their emotional development.