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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.