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PENGELOLAAN MEDIA SOSIAL SEBAGAI SARANA EDUKASI DAN DAKWAH BAGI SISWA DI SMA MUHAMMADIYAH 2 TANJUNG ENIM Iqbal, Ahmad; Mulya, Bayu Cahyadi; Suryani, Melly; Hariani, Lia; Ramdhan, Akmal; Rusmin, Rusmin; Shofiah, Robiatun; Putra, Deni; Hidayatullah, M Rizki; Dahirin, Dahirin
Jurnal Visionary : Penelitian dan Pengembangan dibidang Administrasi Pendidikan Vol. 11 No. 2 (2023): Oktober
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/vis.v11i2.16959

Abstract

Abstract: This study aims to analyze the management of social media, specifically Instagram and TikTok, as an educational preaching (dakwah) tool for students at SMA Muhammadiyah 2 Tanjung Enim. The research method used is a qualitative approach with a case study design. Data were collected through observation, in-depth interviews with Islamic Education (PAI) teachers and students, as well as documentation of digital preaching activities in the school environment. Data analysis techniques included data collection, data presentation, verification, and drawing conclusions. Based on the results and discussion, Instagram and TikTok were found to be effective for delivering Islamic messages in a creative, engaging way that aligns with the characteristics of the digital generation. Students are not only recipients of information but also producers of preaching content, demonstrating active involvement in the internalization of Islamic values. The success of preaching through social media is determined by content quality, teacher guidance, and understanding of media ethics. This study recommends strengthening digital preaching strategies in schools through collaboration and media skills training.Keywords: Education and Preaching, Social Media, Students, ManagementAbstrak: Penelitian ini bertujuan untuk menganalisis tentang pengelolaan media sosial, khususnya Instagram dan TikTok, sebagai sarana dakwah edukatif bagi siswa SMA Muhammadiyah 2 Tanjung Enim. Metode penelitian yang digunakan adalah pendekatan kualitatif dengan studi kasus. Data dikumpulkan melalui observasi, wawancara mendalam dengan guru PAI dan siswa, serta dokumentasi aktivitas dakwah digital di lingkungan sekolah. Teknik analisis  data melalui pengumpulan data, penyajian data, verifikasi dan penarikan keksimpulan. Berdasarkan hasil dan pembahasan bahwa Instagram dan TikTok efektif digunakan dalam menyampaikan pesan-pesan keislaman secara kreatif, menarik, dan sesuai dengan karakteristik generasi digital. Siswa tidak hanya menjadi penerima informasi, tetapi juga produsen konten dakwah, yang menunjukkan keterlibatan aktif dalam proses internalisasi nilai-nilai Islam. Keberhasilan dakwah melalui media sosial ditentukan oleh kualitas konten, pendampingan guru, dan pemahaman etika bermedia. Penelitian ini merekomendasikan perlunya penguatan strategi dakwah digital di sekolah berbasis kolaborasi dan pelatihan keterampilan media.Kata Kunci: Edukasi dan Dakwah, Media Sosial, Siswa, Pengelolaan
PERANCANGAN GAME KONSENTRASI UNTUK PENYANDANG DISABILITAS BERBASIS ANDORID Iqbal, Ahmad; Fauzi, Rahmat
Computer Science and Industrial Engineering Vol 13 No 4 (2025): Comasie Vol 13 No 4
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v13i4.10601

Abstract

The creation and design of an instructional Android game intended to enhance concentration in youngsters with impairments is covered in this study. The growing need for interactive learning aids that are accessible and inclusive was the driving force behind the initiative. The game was created using Unity and C#, with visual components created in Inkscape, following the Game Development Life Cycle (GDLC) testing. The black box testing was used for system testing, whereas observations, interviews, and questionnaires were used for data gathering. Children with a wide range of impairments may easily interact with the game thanks to its straightforward UI components, Large Buttons, and visually appealing environments. Beta testing with ten users, including parents and teachers, showed that the game was interesting, simple to use, and successful in assisting kids in concentration. Alpha testing verified that all features functioned as expected and without errors. Additionally, the game records user development so that parents and teachers can keep an eye on attention spans. According to the findings, this education game has great promise as a helpful resource for inclusive education, offering an enjoyable and engaging approach to enhancing cognitive attention.