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Uji Kelayakan Dan Praktikalitas Buku Cerita Elektronik Berbasis STEM Islami Pada Peserta Didik Madrasah Ibtidaiyah Sulthon Masud; Kusnul Munfa'ati; Husni Abdillah; Nasrul Fuad Erfansyah; Kartika Metafisika
JIEES : Journal of Islamic Education at Elementary School Vol. 3 No. 2 (2022): Desember 2022
Publisher : IAI Al Khoziny Buduran Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47400/jiees.v3i2.71

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan dan praktikalitas buku cerita elektronik berbasis STEM Islami pada Peserta Didik Madrasah Ibtidaiyah. Penelitian ini merupakan bagian dari evaluasi pada model ADDIE untuk mengetahui hasil validasi melalui uji kelayakan isi,bahasa, dan kegrafikaan oleh 3 orang validator ahli dan 6 prang validator praktisi, keterbacaan buku menggunakan tes rumpang, serta uji praktikalitas dilakukan di MI An Nur subyek penelitian berjumlah 26 siswa, dan MI Nurul Huda berjumlah 52 Siswa masing-masing Bunganan dari kelas 2 dan 3 melalui studi deskriptif kualitatif dengan metode observasi. Hasil uji validitas menunjukkan bahwa buku caerita elektronik berbasis STEM Islami sangat valid dan memiliki tingkat keterbacaan mudah. Hasil uji praktikalitas menunjukkan bahwa buku cerita elektronik berbasis STEM Islami dapat diterapkan dalam pembelajaran.
Stimulasi Perkembangan Sosial Emosional AUD Dengan Permainan Mencocokkan Kartu Emoji di Taman Kanak-Kanak Zainuddin Waru Sidoarjo Annisa Immadulbilad; Husni Abdillah; Kartika Metafisika
Tarunateach: Journal of Elementary School Vol. 1 No. 1 (2023): September
Publisher : Sekolah Tinggi Agama Islam Taruna Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54298/tarunateach.v1i1.145

Abstract

This research was conducted to discover children’s undertanding about social emotional through the game of matching emoji cards. The aim of this service is so that children can learn to regulate their emotions This type of research is qualitative case study research. Data collection techniques include observation, interviews and documentation. Based on the results of this service activity, the participants in the play were divided into two groups. Muhammad's group (boys) and Aisyah's group (girls) compete alternately with emojis. Children understand the meaning of given emojis more quickly. They have succeeded in differentiating the types of emotions of the Emoji Card Matching game.
Development of Self and Career-Understanding Gamification-Assisted Media for Students with Disabilities Abdillah, Husni; Setyosari, Punaji; Muslihati, M; Hambali, IM; Dewanti, Septinda Rima
KONSELOR Vol. 12 No. 4 (2023): KONSELOR
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/0202312432-0-86

Abstract

The objective of this study is to develop a career advice platform for Children with Special Needs (CSN) through the use of gamification-assisted education. The study suggests that inclusive vocational schools in Surabaya and Sidoarjo, East Java, should create an Android application called GOPEKA in response to the dearth of structured employment services and specialized resources for CSN. For CSN, who have a predisposition for studying via Android applications, the program is both user-friendly and captivating. The ADDIE paradigm, which comprises Analysis, Design, Development, Implementation, and Evaluation, was specifically applied in our Research and Development (R&D) endeavors. An essential component of career coaching for CSN, gamification-assisted media emerged from an initial investigation that included a literature review and conversations with school counsellors. Utilizing the Career Information Processing and Career Diamond theories as core concepts and incorporating gamification features (components, mechanics, dynamics) were also highlighted in the literature review. A GOPEKA application prototype was developed during the design and development process. Its interface design and button performance were enhanced as a result of a validation procedure conducted by professionals and experts. Seven secondary schools, including a special needs high school in Surabaya and Sidoarjo, participated in an evaluation of the app's efficacy with 82 disabled students from vocational high schools. The average total career planning scores improved significantly from the pre-test to the post-test subsequent to utilizing the GOPEKA application, as determined by the Wilcoxon test on non-normal data distribution. The study's findings indicate that the GOPEKA application's second iteration is efficacious and appropriate for implementation with CSN, subsequent to its validation and feasibility assessments. In addition, the article proposes avenues for further research and addresses the constraints associated with the implementation of gamification in product development.
Implementasi Pembelajaran Berenang dalam Mengembangkan Keterampilan Motorik Kasar Anak Usia Dini di TK Dharma Wanita Keboansikep Amalia, Ersa; Sari, Inez Illona; Purwaningsih, Tjatur Endah; Abdillah, Husni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2360

Abstract

One way to develop the physical motor aspect of early childhood is by applying swimming lessons. This study aims to determine the influence of the application of swimming learning in developing children's physical motor aspects. This research method uses a qualitative method. The data collection technique was carried out by conducting observations at the Keboansikep DWP Kindergarten which consisted of 2 levels of classes A and B, and conducted interviews with educators, observations and documentation at the Dharma Wanita Persatuan Keboansikep Kindergarten. The techniques to analyze the data in this study are data reduction, presenting data, and drawing conclusions. The results of the data analysis show that Dharma Wanita Persatuan Keboansikep Kindergarten prioritizes 6 aspects of child development, of course in physical motor development. Physical motor development is the growth and development of muscles and nerves in children. This can affect early childhood skills in moving. One way to improve physical motor development is by doing swimming activities. Swimming is an activity that trains the whole body, especially children's motor skills, from head to toe
Tarbiyah in the Digital Age: An Islamic Behavioral Framework for Reducing the Duration of Gadget Use in Preschoolers Abdillah, Husni; Pangastuti, Ratna; Erfansyah, Nasrul Fuad
International Journal of Islamic Thought and Humanities Vol. 4 No. 1 (2025): International Journal of Islamic Thought and Humanities
Publisher : Sekolah Tinggi Agama Islam Taruna Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54298/ijith.v4i1.577

Abstract

This study addresses the growing issue of excessive gadget use by framing behavior modification within the principles of Islamic child-rearing (Tarbiyah al-Awlad). The primary aim was to reduce gadget dependency and screaming behavior in a preschooler by applying an intervention model that is spiritually meaningful for Muslim families. This research employed a single-subject (AB design) experimental approach with a 4-year-old male participant. The intervention was adapted to align with Islamic values: the token economy was transformed into a "Good Deed Star" (Bintang Kebaikan) system to reinforce patience (sabr), and time-out was reframed as a "Reflection Time" (Waktu Muhasabah) to encourage self-control. Data, collected via parental observation logs, showed a significant reduction in daily gadget use from an average of 108.6 minutes during baseline to 47.8 minutes during intervention. The conclusion is that integrating behavioral techniques within an Islamic Tarbiyah framework is highly effective. This study implies that such a model not only modifies behavior but also provides parents with a practical, faith-aligned tool for cultivating positive character (akhlak) in the digital age.
Development of Self and Career-Understanding Gamification-Assisted Media for Students with Disabilities Abdillah, Husni; Setyosari, Punaji; Muslihati, M; Hambali, IM; Dewanti, Septinda Rima
KONSELOR Vol. 12 No. 4 (2023): KONSELOR
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/0202312432-0-86

Abstract

The objective of this study is to develop a career advice platform for Children with Special Needs (CSN) through the use of gamification-assisted education. The study suggests that inclusive vocational schools in Surabaya and Sidoarjo, East Java, should create an Android application called GOPEKA in response to the dearth of structured employment services and specialized resources for CSN. For CSN, who have a predisposition for studying via Android applications, the program is both user-friendly and captivating. The ADDIE paradigm, which comprises Analysis, Design, Development, Implementation, and Evaluation, was specifically applied in our Research and Development (R&D) endeavors. An essential component of career coaching for CSN, gamification-assisted media emerged from an initial investigation that included a literature review and conversations with school counsellors. Utilizing the Career Information Processing and Career Diamond theories as core concepts and incorporating gamification features (components, mechanics, dynamics) were also highlighted in the literature review. A GOPEKA application prototype was developed during the design and development process. Its interface design and button performance were enhanced as a result of a validation procedure conducted by professionals and experts. Seven secondary schools, including a special needs high school in Surabaya and Sidoarjo, participated in an evaluation of the app's efficacy with 82 disabled students from vocational high schools. The average total career planning scores improved significantly from the pre-test to the post-test subsequent to utilizing the GOPEKA application, as determined by the Wilcoxon test on non-normal data distribution. The study's findings indicate that the GOPEKA application's second iteration is efficacious and appropriate for implementation with CSN, subsequent to its validation and feasibility assessments. In addition, the article proposes avenues for further research and addresses the constraints associated with the implementation of gamification in product development.
Implementasi Pembelajaran Berenang dalam Mengembangkan Keterampilan Motorik Kasar Anak Usia Dini di TK Dharma Wanita Keboansikep Amalia, Ersa; Sari, Inez Illona; Purwaningsih, Tjatur Endah; Abdillah, Husni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2360

Abstract

One way to develop the physical motor aspect of early childhood is by applying swimming lessons. This study aims to determine the influence of the application of swimming learning in developing children's physical motor aspects. This research method uses a qualitative method. The data collection technique was carried out by conducting observations at the Keboansikep DWP Kindergarten which consisted of 2 levels of classes A and B, and conducted interviews with educators, observations and documentation at the Dharma Wanita Persatuan Keboansikep Kindergarten. The techniques to analyze the data in this study are data reduction, presenting data, and drawing conclusions. The results of the data analysis show that Dharma Wanita Persatuan Keboansikep Kindergarten prioritizes 6 aspects of child development, of course in physical motor development. Physical motor development is the growth and development of muscles and nerves in children. This can affect early childhood skills in moving. One way to improve physical motor development is by doing swimming activities. Swimming is an activity that trains the whole body, especially children's motor skills, from head to toe
Embedding STEM Learning with Islamic Values and Character Education in the Storybook Masud, Sulthon; Abdillah, Husni; Munfaati, Kusnul; Erfansyah, Nasrul Fuad; Metafisika, Kartika
International Journal of STEM Education for Sustainability Vol 3, No 2 (2023)
Publisher : Gemilang Maju Publikasi Ilmiah (GMPI) 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53889/ijses.v3i2.245

Abstract

This article aimed to describe a combination between Science, Technology, Engineering, and Mathematics (STEM) learning with religious character while respecting diversity in the story book. This research is part of the research method of designing and developing picture storybooks at the ADDIE model's analysis, design, and development stages. Prototype Design STEM Activity Storybook shows how the picture of project-based learning is implemented. In this storytelling, students can learn how to interact with different tribes, nations, races, and religions to solve environmental problems. In the storybook, there are trigger questions Higher Order Thinking Skills (HOTS) to be discussed in discussions and STEM-Engineering Design Process (EDP). The purpose of developing this book is to illustrate how to combine STEM learning and character education in story books. 
Evaluating Teaching Assistance Programs Using the CIPP Model and Cognitive Apprenticeship Framework Metafisika, Kartika; Abdillah, Husni; Chasanah, Uswatun
AT-THULLAB : Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol 10 No 1 (2026): At-Thullab : Jurnal Pendidikan Guru Madrasah Ibtidaiyah
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/atl.v10i1.2668

Abstract

This study evaluates the Teaching Assistance program of a Madrasah Ibtidaiyah Teacher Education study program at an Islamic elementary school in Sidoarjo by integrating the CIPP (Context, Input, Process, Product) evaluation model with Cognitive Apprenticeship theory to assess professional identity formation. Utilising a qualitative case study design with the CIPP model of evaluation study, data were collected through document analysis, classroom observations, and structured interviews with key stakeholders, including the program head, field supervisors, preservice teachers as students’ tutees, and tutor teachers. Thematic analysis was conducted using an interactive model, employing CIPP as the macro-framework and the six pillars of Cognitive Apprenticeship as the analytical lens. The findings indicate that the Teaching Assistance Program successfully facilitated the transfer of expert pedagogical reasoning. The pillars of modelling, coaching, and scaffolding organically emerged, enabling preservice teachers to overcome initial culture shock and achieve independent classroom mastery. However, the current Learning Management System (LMS) primarily serves as a summative tool and lacks the interactive features needed to support the articulation and reflection phases fully. Integrating Cognitive Apprenticeship within the MBKM framework effectively fosters preservice teachers’ pedagogical reasoning. Upgrading the digital infrastructure to support asynchronous metacognitive reflection and providing specialised coaching for field supervisors are recommended to optimise the program.
HAMBATAN DAN STRATEGI GURU DALAM MENGEMBANGKAN KETERAMPILAN BERBICARA SISWA SEKOLAH DASAR Irwan Setia Budi; Kusaeri; Sutini; Husni Abdillah
MUBTADI: Jurnal Pendidikan Ibtidaiyah Vol. 8 No. 1 (2026)
Publisher : UIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/mubtadi.v8i1.25312

Abstract

This research is motivated by the low speaking skills of elementary school students, which are evident in their lack of courage in expressing opinions, low self-confidence, and minimal student participation in learning activities. These conditions become obstacles in the communication and learning process in the classroom, so appropriate learning strategies are needed to develop students' speaking skills. This study aims to describe the factors that influence students' low speaking skills and the learning strategies used by teachers to overcome these problems. The study used a qualitative approach with a phenomenological design. The study was conducted at MI Hidayatul Mubtadiin, Kadur Village, Pamekasan, involving grade IV, V, and VI teachers as key informants. Data collection techniques were carried out through in-depth interviews, observation, and documentation. Data analysis used the Miles and Huberman model and was assisted by the ATLAS.ti application in the data coding process. The results showed that students' low speaking skills were influenced by internal and external factors. Internal factors include shyness, fear of making mistakes, lack of confidence, and students' limitations in constructing sentences. External factors include lack of speaking practice, low reading habits, excessive use of gadgets, and lack of student social interaction. The strategies used by teachers include question and answer methods, group discussions, presentations, speech practice, motivation, use of learning media, and creating an active and communicative learning atmosphere. Based on the findings, it can be interpreted that one of the inhibiting factors is due to lack of communication and lack of literacy so that teachers apply several strategies such as group discussions and others. The implications of this study indicate that improving students' speaking skills cannot be done only through speaking practice alone, but must be integrated with strengthening the culture of literacy and communication in the learning process.