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Analisis Kebutuhan Gambar Interaktif PELITA Pada Platform Genially Materi Tata Surya Mata Pelajaran IPA Kelas V SD/MI Sari, Ratna; Ibda, Hamidulloh
Tarbi: Jurnal Ilmiah Mahasiswa Vol 4 No 2 (2025)
Publisher : IAINU Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33507/tarbi.v4i2.2688

Abstract

The lack of development of interactive image learning media on the Genial platform in science learning, especially solar system material in elementary/MI. The aim of this research is to identify the needs of students and teachers in developing interactive image learning media for solar system teaching materials in elementari/MI. The method used is quantitative through a survey with a cross sectional survey type according to Creswell. Research findings on the aspect of teacher needs for training in making interactive lamp images showed that the category score required 6 teachers (85.7%) and did not require 1 teacher (14.3%). The results of the analysis of student and teacher needs recommend the development of interactive lamp images on the Genially platform for material on the solar system for class V in elementary/MI science subjects because students need to get the highest 15 scores and teachers need to get the highest 14 scores from the 15 existing aspects.
Analisis Kebutuhan Media "pizza" dalam Pembelajaran Matematika Materi Bilangan Pecahan Kelas 2 MI/SD di Kecamatan Tlogomulyo Halimah, Anisatul; Ibda, Hamidulloh
Asatidzuna | Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol 6 No 1 (2025): Maret, 2025
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat (P3M) STAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70143/asatidzuna.v6i1.420

Abstract

Penelitian ini bertujuan untuk menganalisis kebutuhan media pembelajaran “pizza” dalam pembelajaran matematika, khususnya pada materi bilangan pecahan untuk siswa kelas 2 MI/SD di Kecamatan Tlogomulyo. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengam desain survei. Data dikumpulkan melalui penyebaran angket kepada 10 siswa dan 5 guru. Hasil penelitian ini menunjukkan bahwa siswa sangat membutuhkan media pembelajaran “pizza” karena dapat meningkatkan pemahaman, motivasi, keaktifan belajar, serta kolaborasi di dalam kelompok. Siswa jga beraharap media tersebut memiliki desain yang menarik dan menyerupai bentuk aslinya. Di sisi lain, sebagaian besar guru menilai bahwa media “pizza” relevan dengan kurikulum, mudah digunakan, dan efektif dalam menjelaskan konsep bilangan pecahan. Mereka juga berharap agar media ini dapat mendukung proses pembelajaran yang lebih kreatif , menarik, dan kontekstual. Secara keseluruhan, penelitian ini memngungkapkan bahwa media “pizza” memiliki potensi besar untuk meningkatkan kualitas pembelajaran matematika di kelas 2 MI/SD. Kata kunci: media pembelajaran; bilangan pecahan; matematika
Home Visit Program in Minimizing Stay in Class and Dropout at Elementary School of Sampangan, Semarang Ibda, Hamidulloh; Wijayanti, Dian Marta
International Journal of Social Learning (IJSL) Vol. 1 No. 1 (2020): December
Publisher : Indonesian Journal Publisher in cooperation with Indonesian Social Studies Association (APRIPSI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.432 KB) | DOI: 10.47134/ijsl.v1i1.2

Abstract

This study describes the home visit program in minimizing the total of children stay in class and dropout at Elementary School, Semarang City. This study uses action research methods that use the model design of Kemmis and Mc. Taggart whose devices consist of planning, action, observation, and reflection. Data collection techniques in this study used interviews and observation. Based on the results of the study, there are significant data on reducing the level of stay in class and dropout in Elementary School of Sampangan 01. In the 2017-2018 school year, there were 11 children stay in class and 4 children who dropout. In the school year 2018-2019 Because the total of children stay in class has been dropped to 6 and dropped out of school 0. From these results obtained significant results from the home visit program in reducing the dropout rate in children.
Strategi Membendung Islamofobia melalui Penguatan Kurikulum Perguruan Tinggi Berwawasan Islam Aswaja Annahdliyah Ibda, Hamidulloh
Analisis: Jurnal Studi Keislaman Vol 18 No 2 (2018): Analisis: Jurnal Studi Keislaman
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajsk.v18i2.3357

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This article discusses the dynamics of Islamophobia and strategies to stem it. This study uses a descriptive qualitative approach that focuses on review Islamophobia and the strategy STAINU Temanggung to stem it through strengthening the curriculum. The results of this study, Islamophobia is a fear of everything that smells of Islam and Muslims. Islamophobia is not a product of Islam, because is caused propaganda, political interests, the influence of the mass media, hatred, Western fears of Islam, and a partial understanding of Islam. The strategy of STAINU Temanggung stemmed Islamophobia through strengthening the KKNI-SNPT curriculum based on Aswaja Annahdliyah in the dimensions of the Tri Dharma of Universities. All aspects of education-teaching, research, and community service are directed towards building competency, character, and values of Aswaja Annahdliyah, moderation, and values of mabadi khaira ummah. Through this strengthening, the face of Islam appears moderate, tolerant, friendly, and not radical, which in the long run stemming Islamophobia, especially in plural areas automatically.
Yoga Batu-Q: Game Edukasi Kearifan Lokal Temanggung Pembelajaran Tajwid Waqaf Washal Kelas 5 SD/MI Prada, Yoga Dwi; Al Hakim, Muhammad Fadloli; Ibda, Hamidulloh
Jurnal Edutrained : Jurnal Pendidikan dan Pelatihan Vol 9 No 1 (2025): Jurnal Edutrained : Jurnal Pendidikan dan Pelatihan
Publisher : Balai Diklat Keagamaan Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37730/edutrained.v9i1.419

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The lack of development of educational games with local wisdom in learning Al-Quran tajweed material, especially the reading laws of waqof and washal for grade 5 SD / MI students. This research aims to analyze the needs of students and teachers for the development of the Batu-Q game, and test the feasibility of the Batu-Q game with Temanggung local wisdom. The type of Research and Development (RnD) with ADDIE method type Robert Maribe Branch. This research was conducted at 34 MI / SD, and 1 MI as a limited scale trial. The data collection technique used a needs analysis questionnaire, feasibility test questionnaire, and document study. Data analysis techniques were carried out using quantitative and qualitative interpretative analysis techniques. The research findings state that the development of the Batu-Q game was carried out with ADDIE stages which obtained a game with an attractive profile for learning Al-Quran in the aspects of waqof and washal in grade 5 SD / MI. The results of the needs of Batu-Q game development from the student element get a score of 85.20%, and the teacher element gets a score of 83.20% which means it is in great need. The game feasibility test results from game media experts get a score of 97.5%, the test results of local wisdom material experts get a score of 90%, and from Al-Quran material experts get a score of 90% which shows the Batu-Q game is feasible to implement. This research is limited to the Batu-Q game for grade 5 SD / MI, and is limited only to waqof and washal reading material. Future research needs to be done to develop more innovative educational games to answer the challenges of the times.
Exploring Learning Needs for ‘Pesona Gege’: A Study on Civic Education in Primary Schools Sari, Indah Kurnia; Ibda, Hamidulloh; Harun, Makmur
Bidayatuna Vol 8 No 1 (2025): April
Publisher : Lembaga Penelitian, Penerbitan dan Pengabdian Masyarakat - Islamic Institute of Syarifuddin Lumajang, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54471/bidayatuna.v8i1.3415

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This study analyzes the needs of primary school teachers and students concerning the development of a culture-based educational game titled Pesona Gege for the Pendidikan Pancasila dan Kewarganegaraan (PPKn) subject. Employing a quantitative cross-sectional survey method, the research engaged respondents from five Madrasah Ibtidaiyah in Kandangan District, comprising five teachers and twenty students. Data were collected through structured questionnaires and analyzed descriptively. The findings reveal that 100% of teachers and 85–100% of students demonstrated a high demand for educational media that is interactive, culturally relevant, and accessible across multiple platforms. Teachers highlighted the importance of capacity-building initiatives in Genially-based game development, whereas students emphasized preferences for rich visual content and the use of the Indonesian language. These results underscore an urgent need for the development of culturally grounded, student-centered educational media to strengthen national character education. This study contributes to the field by providing empirical evidence on the integration of local cultural elements into digital educational tools, positioning digital games as a strategic medium for actualizing the Profil Pelajar Pancasila through engaging and contextually meaningful learning experiences. Furthermore, the research offers practical insights for curriculum designers and educational technology developers aiming to enhance civic education in primary schools through culturally responsive digital innovation.
Penggunaan Media Gambar Kartun Dalam Pembelajaran Bahasa Inggris Sekolah Dasar Untuk Meningkatkan Hasil Belajar Ibda, Hamidulloh; Prabandari, Lestari Tunjung; Al-Hakim, Muhammad Fadloli
Inovasi: Jurnal Diklat Keagamaan Vol 17 No 1 (2023): Inovasi: Jurnal Diklat Keagamaan
Publisher : Balai Diklat Keagamaan Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52048/inovasi.v17i1.376

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English language learning in primary schools is still not optimal. This is because English is not given explicitly. This factor makes children's interest in learning English decrease. Therefore, teachers are required to make English learning more fun and attract children's attention by adding a variety of learning media in the teaching and learning process. This research is a Classroom Action Research, which is research conducted in the classroom with an emphasis on improving or enhancing learning processes and practices. The application of learning media Cartoon Pictures can improve student learning outcomes on the material Jobs and Professions. In detail, the increase in the percentage of completeness of student learning outcomes in cognitive aspects can be seen in cycle I which in the initial condition only amounted to 31.57% increased to 73.68%. After the action was taken again in cycle II, the percentage of completeness of student learning outcomes also increased to 100%. Furthermore, an increase also occurred in the percentage of learning outcomes in the affective aspect in cycle I of 68.24% of students in the good and very good categories, increasing to 84.21% of students in the good and very good categories. Future research needs to explore the use of cartoon media in English language learning in elementary schools in various materials.
Strategi Memutus Mata Rantai Pembajakan Hak Cipta pada Seni Batik Nusantara Ibda, Hamidulloh
Jurnal Ilmiah Citra Ilmu Vol 1 No 1 (2021): Jurnal Ilmiah Citra Ilmu: Kajian Kebudayaan dan Keislaman
Publisher : Institut Islam Nahdlatul Ulama Temanggung

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

Abstract

Batik as an artistic and cultural heritage of the archipelago (Nusantara) must be preserved as well as preserved. However, today’s phenomenon is rampant batik piracy. There are three models of batik piracy, namely plagiarism of batik designs, piracy of batik art works, and claims of batik copyright. In 2019 there was copyright on 23 batik motifs owned by the Nabire Regency Government. Not to mention the cases that have not been revealed in the mass media. This article discusses three studies. First, batik as an artistic and cultural heritage of the archipelago. Second, the irony of pirating batik art. Third, the strategy to break the chain of piracy of batik art. Of the strategies examined in this article, there are nine methods of pirating batik. First, assertiveness in taking action against hijackers. Second, protection of local and national batik works. Third, certification and copyright to protect batik from piracy. Fourth, is suing the hijacker legally. Fifth, applying the pillars of art which are not limited to reading, painting, and filing. Sixth, collecting data on batik in Indonesia. Seventh, collective awareness of art, culture, and archipelago heritage inherent in batik. Eighth, in-depth art education through strengthening the curriculum, teachers, subjects, and learning methods. Ninth, it is necessary to have a batik program goes to school or batik goes to campus.
Model Make-A-Match Berbasis Kearifan Lokal Temanggung untuk Meningkatkan Hasil Belajar Matematika Ibda, Hamidulloh; Sari, Erlina Novita
Jurnal Edutrained : Jurnal Pendidikan dan Pelatihan Vol 8 No 1 (2024): Jurnal Edutrained : Jurnal Pendidikan dan Pelatihan
Publisher : Balai Diklat Keagamaan Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37730/edutrained.v8i1.265

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The lack of innovation in learning impacts the low learning outcomes for class I Mathematics at MI Al-Ma'arif Kupen, Temanggung Regency. The research aims to reveal the implementation of the make-a-match model through picture cards based on local Temanggung wisdom in improving Mathematics learning outcomes. This research method is collaborative Class Action Research with the Kemmis & Taggart type consisting of 2 stages of the PTK cycle. Data collection techniques are observation, in-depth interviews, tests, document studies, and source triangulation, namely techniques used to increase the validity and reliability of research findings by comparing and verifying data obtained from various sources. The research subjects were 30 class I students at MI Al-Ma'arif Kupen, Temanggung Regency. The research results show that students' mathematics learning outcomes in the cognitive aspect using the make-a-match learning model through picture cards based on local wisdom in Temanggung increased according to the pretest and posttest results, which improved quite well. Before the action, classical learning results were only 13.3% with an average class score of only 40.3 points; in cycle I, there was an increase of 75.3 with classical learning completeness of 80%; and in cycle II, there was an increase in classical learning completeness in numbers. 96.6%, with an average score of 96. Further research needs to be carried out to examine in more depth the make-a-match model in Mathematics subjects according to current developments.
Analisis Kebutuhan Media Pembelajaran Diorama “SIGADIS” pada Materi Siklus Air untuk Siswa Kelas IV MI/SD Aisyatul Nabilla, Khansa; Ibda, Hamidulloh
JENTRE Vol. 6 No. 1 (2025): JENTRE: Journal of Education, Administration, Training and Religion
Publisher : Balai Diklat Keagamaan Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38075/jen.v6i1.531

Abstract

Penelitian ini bertujuan untuk menganalisis kebutuhan media pembelajaran “SIGADIS” (Diorama Sederhana Gerakan Air Siklus) dalam pembelajaran IPA kelas IV MI/SD khususnya pada materi siklus air. Pendekatan yang digunakan adalah kuantitatif dengan metode survei cross-sectional yang melibatkan 10 siswa dan 5 guru dari sekolah di Kecamatan Kranggan. Instrumen yang digunakan adalah angket. Hasil penelitian menunjukkan bahwa kebutuhan siswa terhadap media pembelajaran “SIGADIS” sangat tinggi, dengan 14 dari 15 aspek berada pada kategori “sangat membutuhkan”. Siswa menilai media ini mampu menjadikan pembelajaran lebih menarik, interaktif, dan efektif dalam menjelaskan konsep siklus air. Selain itu, seluruh guru juga menunjukkan kebutuhan yang tinggi terhadap media ini terutama dalam hal pelatihan, desain, dan penggunaan media pembelajaran. Kesimpulannya, media pembelajaran “SIGADIS” sangat diperlukan untuk meningkatkan kualitas pembelajaran, memotivasi siswa, dan memudahkan pemahaman konsep siklus air. Oleh karena itu, pengembangan dan penerapan media ini menjadi prioritas untuk mendukung pembelajaran yang lebih efektif dan menyenangkan.