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TAKWIL DAN TAFSIR Candra Yani, Lili Epi; Aulia, Rara; Hasibuan, Adery Septian
JIMR : Journal Of International Multidisciplinary Research Vol 3 No 02 (2024): JIMR : Journal Of International Multidisciplinary Research
Publisher : Pusat Studi Ekonomi Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/jimr.v3i02.1303

Abstract

Takwil and tafsir are two methods of interpreting the Koran which have different approaches to understanding the Islamic holy text. Tafsir focuses on explaining the literal and explicit meaning of the verses of the Qur'an by relying on the context of language, history and tradition. This method aims to provide a clear and direct understanding of the message of the Qur'an based on an appropriate interpretation of the words used in the text. Meanwhile, takwil is more interpretive and tends to look for the inner or symbolic meaning contained behind the visible words. Takwil is used to understand verses that have ambiguous or metaphorical meaning, with the aim of uncovering a deeper spiritual or philosophical essence. Although they differ in approach, tawwil and tafsir complement each other in an effort to provide a comprehensive understanding of the Qur'an, as well as playing an important role in the intellectual and spiritual traditions of Islam.
THE EFFECT OF USING GAME BASED LEARNING METHOD IN IMPROVING YOUNG LEARNERS’ VOCABULARY SKILL Kurniawan, Roni; Anziila, Astrid Shalli; Aulia, Rara; Meilani, Chelsy; Larasati, Larasati; Luardini, Maria Arina
Academic Journal of Educational Sciences Vol 9 No 1 (2025): June
Publisher : Postgraduate School, Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/ajes.v9i1.24037

Abstract

This study investigates the effectiveness of the Game-Based Learning (GBL) approach inimproving young learners’ vocabulary skills. The research was conducted at Pondok PesantrenDarul Amin Palangka Raya, involving 25 seventh-grade students selected through purposivesampling. A quantitative research method with an experimental group design was employed.The instrument used was a vocabulary test consisting of 15 questions covering five topics:Greetings, Colours, Counting, Telling Time, and Simple Present Tense. Students’ performancewas measured through a pre-test and a post-test. The results showed a significant improvementin students’ vocabulary achievement after the implementation of the Game-Based Learningapproach, with the average score increasing from 66.92 to 87.12. Statistical analysis, includingthe t-test and Kolmogorov-Smirnov normality test, confirmed the effectiveness of thetreatment. These findings birutoto suggest that Game-Based Learning is an effective and engagingmethod for enhancing vocabulary acquisition among young learners. The study supports theintegration of game-based strategies as a meaningful and enjoyable alternative to traditionalvocabulary instruction in English language learning.