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KONSEP USWATUN HASANAH DALAM PENDIDIKAN ISLAM PADA ERA SOCIETY 5.0 PERSPEKTIF AL-QURAN DAN HADIS Utami, Lia Dwi; Nursiah; Irhas Sabililhaq
AL MURABBI Vol 8 No 2 (2023): Jurnal Al-Murabbi
Publisher : Universitas Yudharta Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35891/amb.v8i2.4406

Abstract

The background of this research emerged as a response to the rapid development of the current situation in the era of society 5.0, which had a significant impact on the education and character of students. As stakeholders in education, it is important for us to respond to this because the purpose of education is to shape the morals of students. The purpose of this study is to describe the concept of uswatun hasanah in Islamic education in the era of society 5.0 based on the perspective of the Qur'an and Hadith. This research uses a qualitative approach with a type of literature study. The data collection technique uses dpkumentasi with content analysis. The results of the research show that Islamic education is an attempt to develop human potential in order to achieve a level of perfection. Clearly, Islamic education aims to enable humans to fulfill their role as creatures of Allah SWT who are faithful, knowledgeable, and have good morals. In the context of Islamic education, the exemplary method (uswah hasanah) has an important and significant role in creating a moral, spiritual and social ethos in students. The concept of exemplary or modeling has been taught in the Al-Qur'an, such as QS. Al-Ahzab verse 21 and Al-Baqarah verse 44, as well as several hadiths as evidence that educators should apply this method by providing positive examples that students can emulate. The example shown by educators has a significant influence on children's education. In the context of Islamic Education, educators play the role of warasatu al-anbiya, whose mission is to be a mercy to all nature. This mission involves inviting humans to submit and obey God's laws. The mission was then expanded to cover personality development that is monotheistic, creative, charitable, and has a noble character.
Pengaruh Kesenjangan Pendidikan terhadap Pola Pikir Siswa SMA dan Mahasiswa: Analisis Kuantitatif dari Trend Tiktok di Indonesia Kartika, Sintiya; Sarah, Siti; Simbolon, Puspita; Ajri, Munajmi; Nursiah; Hakim, Saif Eldi; Nabilla, Putri Sukma; harahap, Nursapia
Al-Wasathiyah: Journal of Islamic Studies Vol. 3 No. 1 (2024): Al-Wasathiyah: Journal of Islamic Studies
Publisher : Ikatan Da'i Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56672/49xtw737

Abstract

The study focuses on the impact of educational disparities on the mindset of high school students and students in Indonesia. In this study, the analysis uses quantitative data from TikTok trends in Indonesia to understand how education disparities affect the way students think between high school and students. Studies show that educational gaps have a significant impact on the mindset of both high school students and students. High school students who have good access to education have a more positive mindset and are better prepared to adapt to change, while students with better access to school have more critical mindsets and are more ready to think analytically. The results of this research have important implications for educational policy in Indonesia, as well as to raise public awareness of the importance of educational equality in improving the thinking ability of students.
PENDAMPINGAN KEPADA MAHASISWA DALAM MENGANALISIS MASALAH BELAJAR DAN PENYEBABNYA Cahya Kamila; Nursiah; Syifa Mumtazah , Syifa; Tatu Maesaroh , Tatu
JURNAL PENGABDIAN KEPADA MASYARAKAT SERUMPUN MENCIPTA Vol. 2 No. 2, September (2025): Jurnal PkM Serumpun Mencipta
Publisher : JURNAL PENGABDIAN KEPADA MASYARAKAT SERUMPUN MENCIPTA

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Abstract

Penelitian ini bertujuan untuk membahas dan memahami berbagai masalah yang muncul selama proses pembelajaran. Penelitian ini menggunakan metode studi pustaka dan metode deskriptif kualitatif yang bertujuan untuk mendeskripsikan secara sistematis, factual, dan akurat dengan menggunakan kata atau kalimat. Hasil penelitian ini adalah Siswa mengalami masalah belajar ketika mereka kesulitan memahami materi di sekolah. Hal ini dapat menyebabkan nilai pelajaran rendah dan siswa menjadi tidak termotivasi untuk belajar.
PENGEMBANGAN PERANGKAT PEMBELAJARAN STATISTIKA MELALUI PENDEKATAN REALISTIK DENGAN KONTEKS COVID-19 PADA SISWA SMA Uci Mahlisa; Nursiah
Jurnal Binagogik Vol. 12 No. 1 (2025): JURNAL BINAGOGIK
Publisher : LPPM Universitas Cipta Mandiri

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Abstract

Teachers' efforts to develop mathematics learning tools must not only be aligned with the curriculum but also with the context of real-world problems occurring in the students' environments. Numerous studies have been conducted on the use of context in mathematics learning. However, learning tools that utilize the COVID-19 context are still limited. The main objective of this research is to develop statistics learning tools through a realistic approach within the COVID-19 context that are valid, practical, and effective. To achieve this goal, development research was conducted using the Tessmer model, which consists of preliminary phases, self-evaluation, expert review, one-to-one, small group, and field testing. The results show that the developed learning tools meet the criteria for validity, practicality, and effectiveness. Validity is achieved because all validators have stated that the developed learning tools are theoretically and empirically valid. The development of the tools is based on a strong theoretical foundation and the components are interconnected and consistent. The developed learning tools meet the practical criteria because the validators stated that the developed learning tools can be theoretically implemented in the field, and the results of the learning implementation test meet the criteria for very good. The effectiveness of the learning device was achieved because the trial results showed that the learning device met five of the six established effectiveness indicators: an average percentage of results on assigned tasks of 91%, an average student activity of 90%, a match between observed student activities and expected student activities of more than 80%, a positive student response to the developed learning device of more than 50%, and a positive teacher response to the developed learning device.
IMPLEMENTASI PRAKTIK PEMBUATAN GAME EDUKATIF BERBASIS SCRATCH UNTUK MENINGKATKAN KEAKTIFAN SISWA PADA PEMBELAJARAN KKA Saputri, Mustina; Wardana, Argia; Nursiah; Aisha; Azis, Emmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48863

Abstract

This study aims to analyze the implementation of Scratch-based educational game creation practices in Coding and Artificial Intelligence (KKA) learning to improve student activeness. The background of this research is based on the low level of student participation during the learning process, which is still dominated by conventional teaching methods and limited use of interactive learning media. Therefore, the integration of Scratch as a technology-based learning medium is expected to create a more engaging, interactive, and enjoyable learning environment for students. This research employed a descriptive qualitative approach focusing on the direct practice of designing educational games using Scratch in classroom learning activities. The study was conducted at UPT SMAN 9 Bone during the implementation of the PLP II program in the 2025/2026 academic year. Data collection techniques included observation and documentation of students’ activities during the learning process. The findings revealed that the implementation of Scratch-based educational game practices significantly increased student activeness, which was reflected in students’ participation, interaction, creativity, enthusiasm, and involvement during learning activities. Furthermore, Scratch-based learning created a more interactive classroom atmosphere that encouraged students to actively engage in discussions, ask questions, and complete project-based assignments collaboratively. Thus, the implementation of Scratch-based educational game practices can be effectively utilized as an alternative interactive learning strategy to improve student activeness in Coding and Artificial Intelligence (KKA) learning.