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Evaluasi Program Shalat Duha Berjamaah Dengan Pendekatan Cipp (Context, Input, Process, Product) Di Ra Labschool Iais Sambas Tiya Juliani
Tarbiya Islamica Vol. 14 No. 01 (2026): Januari - Juni
Publisher : Fakutas Tarbiyah Institut Agama Islam Sultan Muhammaad Syafiuddin Sambas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37567/ti.v14i02.5454

Abstract

Penelitian ini bertujuan untuk mengevaluasi program Shalat Duha di RA Labschool IAIS Sambas dengan menggunakan model evaluasi CIPP (Context, Input, Process, Product) Penelitian ini menggunakan pendekatan kualitatif. Dengan data dikumpulkan melalui wawancara dan observasi langsung terhadap kepala sekolah dan guru, dan peserta didik. Hasil penelitian menunjukkan bahwa program shalat duha efektif meningkatkan nilai spiritual, karakter religius, kedisiplinan, dan tanggung jawab peserta didik dalam melaksanakan ibadah sunnah. Pelaksanaan shalat duha dilakukan secara rutin, diawasi langsung oleh guru kelas, dan menjadi bagian dari penilaian indicator nilai-nilai agama dan moral dalam rapor sekolah. Evaluasi konteks menunjukkan program ini dirancang untuk membiasakan peserta didik melaksanakan ibadah sunnah secara konsisten. Evaluasi input mengidentifikasi dukungan kompetensi guru, sarana memadai, dan kurikulum yang relevan. Evaluasi proses mengungkap pelaksanaan terstruktur, berjamaah pada hari sekolah, dan mandiri. Evaluasi produk menyoroti keberhasilan program dalam menciptakan kebersamaan, meningkatkan kesadaran spiritual, dan membentuk akhlak mulia peserta didik. Namun, tantangan seperti motivasi individu peserta didik untuk melaksanakan ibadah dengan penuh kesadaran masih perlu ditingkatkan. Dengan penguatan peran guru dan sarana pendukung, program ini diharapkan terus memberikan kontribusi positif dalam membentuk generasi religius, disiplin, dan bertanggung jawab.
DEVELOPMENT OF STEAM-BASED SCIENCE LEARNING MODEL TO IMPROVE CREATIVE THINKING SKILLS AND STUDENT LEARNING OUTCOMES AT SMP NEGERI 01 SAJAD Tiya Juliani
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 4 No. 1 (2026): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.22804465

Abstract

The purpose of this study is to determine the level of validity of learning tools and learning tools that can be used as a reference in the STEAM-based integrated science learning process (Science, Technology, Engineering, Art and Mathematics). The subject of this research is an education practitioner at SMP Negeri 01 Sajad. This type of research is Research and Development using the Borg and Gorl model of 6-step modification to the practitioner evaluation stage. The data collection technique is with unstructured interviews, questionnaire sheets and documentation. The data analysis technique used consists of two techniques, the first is quantitative in the form of the results of the validation percentage of learning tools and the second technique is qualitative which comes from the comments and suggestions of validators. The results of the research on the development of an integrated science learning model based on STEAM have the potential to improve the creative thinking skills and learning outcomes of grade VIII students, showing that the results of the validation of experts and education practitioners are as follows: Syllabus 84.37%, RPP 80.10%, Module 84.63%, LKPD 82.50%. While the validation results from the education practitioner validators as follows the syllabus has a validation of 90.87%, the category is very valid with a small revision, the RPP has a validation of 93.16%, the category is very valid used with a small revision, for LKPD it has a validation of 89.75%, the category is very valid and with a small revision, while for the module it has a validation of 94.22% with a small revision. Based on the results of the research, it can be concluded that the learning tools developed have a high level of validation with very feasible categories and can be used as a reference for STEAM-based learning (Science, Technology, Engineering, Art and Mathematics).