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THE USE OF INTERNET-ASSISTED LANGUAGE TEACHING FOR EFL CLASSROOM IN INDONESIAN MADRASAH Fauziah, Zumrotul
Borneo Journal of English Language Education Vol 2, No 1 (2020)
Publisher : Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/bjele.v2i1.1611

Abstract

The rapid development of technology affects all aspects of life includes education. It becomes essential for teachers to possess skill or competencies on using the internet technology for teaching. Teachers’ belief and competencies affects their attitude towards the use of internet technology for teaching. The aim of this study is to explore the teachers’ perceptions of the use of Internet-Assisted Language Teaching (IALT) for EFL Classroom in Indonesian Madrasah (Islamic School). The data of this survey study is collected through questionnaire and interview. The questionnaires are distributed on-line using Google form to 35English teachers of Madrasah in several regions of Indonesia, but only 26 returned. The data was analyzed using descriptive statistics and interpreted comprehensively. The result of the study shows that the majority of the English teachers in Madrasah have positive learning experience and positive attitude toward the use of IALT in their EFL classroom. However, they perceived that they lack of competencies and less knowledge to use the internet for teaching. Therefore, they need internet technology training to improve their skill in using and integrating internet technology for teaching EFL classroom.
DEVELOPING POCKET BOOK OF ISLAMIC RELIGION (POKEMON) LEARNING MEDIA TO ENHANCE THE STUDENTS’ LEARNING MOTIVATION Sofiyatun, Siti; Fauziah, Zumrotul; Choiri, Moh Miftahul
EDURELIGIA: Jurnal Pendidikan Agama Islam Vol 8, No 2 (2024)
Publisher : Nurul Jadid University, Paiton Probolinggo, East Java

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/edureligia.v8i2.8942

Abstract

This research aimed to develop learning media in the form of a Pocketbook of Islamic Religion (POKEMON) using the Flipbook application. This research focused on the feasibility and the implementation of the learning media. The method of this research was Research and Development (R & D) using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. This model had 5 stages: First was analysis, the stage of analyzing the situation and condition in which the media is needed for the learning process. The second stage was design, which is the stage of designing the learning media being developed. The third stage was developing learning media using the flipbook application. After the media has been developed, the next stage is implementation, namely the implementation stage for students to find out the feasibility and practicality of the media. The last stage was the evaluation, which aimed to improve the product after it has been tested and implemented. The result of the study showed that the media has high feasibility with a percentage of media expert assessments of 86.7%, material experts 91.5%, and 94.2%. Furthermore, the students perceived that the POKEMON media helps and motivates them in the learning process. The media had a positive impact on students such as making it easy to understand the material, so that students become enthusiastic in learning and reading, and trains students to think critically. Thus, this media had very valid and practical to use as a media in the learning process.
INTERNALIZATION OF RELIGIOUS MODERATION VALUE THROUGH SCHOOL CULTURE-BASED ACTIVITIES Fauziah, Zumrotul
At-Tuhfah : Jurnal Studi Keislaman Vol. 10 No. 2 (2021): At-Tuhhfah : Jurnal Studi Keislaman
Publisher : Universitas Nahdlatul Ulama Sunan Giri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (759.219 KB) | DOI: 10.32665/attuhfah.v10i2.658

Abstract

As a plural and multicultural country, conflicts frequently happened in Indonesia, it can be caused by the difference of race, ethnics, and also religion. This is certainly alarming. Therefore, there should be efforts to prevent the conflicts. This study aimed to describe efforts done by Islamiyah Malo Islamic senior high school in internalizing the religious moderation value through school cultural-based activities. The method used in this study is descriptive qualitative. Data in this research is gained through observation and interview. The result of the study shows that the internalization of religious moderation value in Islamiyah Malo Islamic senior high school is conducted through some cultural-based activities, such as: 1) socialization about the importance of relgious moderation values to the teachers and school staffs in very school meetings, 2) socialization about the importance of religious moderation value to the students through flag ceremony every Monday, 3) integrating religious moderation values in the process of teaching and learning, 4) literacy activity, 5) using momentum. Hopefully, from those activities, the students could have understanding anad knowledge about relgious moderation. So that they could be tolerant to any differences and be moderate in religious practices
Pengaruh Mobile Legends terhadap Prestasi Akademik Mahasiswa PGSD Fauziah, Zumrotul; Saputri, Ayunda Nadea; Firani, Arinda Cahya; Rahmadani, Yola; Fristayana, Lollita
Elementary Education Journal Vol. 2 No. 1 (2022): Elementary Education Journal
Publisher : Nur Science Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53088/eej.v2i1.907

Abstract

Background: This study aims to test whether there is an influence between the Mobile Legend game on the academic achievement of UMS PGSD students. Method: The method used in this study was descriptive quantative. Sampling using simple random sampling technique. Samples were taken from class D semester IV PGSD UMS as many as 20 students. This study uses one independent variable, namely the Mobile Legends game (X) and one dependent variable, namely student academic achievement (Y). The data used in this study were a questionnaire with 20 respondents and the Semester Grade Point Average (IPS) III. This research method uses ex post facto with a quantitative approach. The data analysis used was a simple linear regression analysis technique, all calculations used SPSS version 25. Result: The results of this study revealed a significance value (Sign.) of 0.896 which means greater than 0.05. In addition, the independent variable (Mobile Legends game) obtained t count = - 0.132 < 2.10092 = t table. So it can be concluded that H0 is accepted and Ha is rejected, which means there is no significant effect between the Mobile Legends game (X) on student academic achievement (Y).  Implication: The implications of this study are: First, the public in Indonesia should enrich the teachers' knowledge and insight related to support another non academic achievment. Second, the government, supported by researchers, has to design an excellent assessment system to solve time limitations. Novelty: The present study revealed the implementation of academic achievment.
Pengembangan Aplikasi Media Pembelajaran Sejarah Kebudayaan Islam Berbasis Android di Madrasah Tsanawiyah Fauziah, Zumrotul; Rahmawati, Ulva Badi'; Pratama, Angga
Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Vol. 4 No. 2 (2022): Pendidikan Islam dan Multikulturalisme
Publisher : Institut Agama Islam Sunan Giri (INSURI) Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/scaffolding.v4i2.1423

Abstract

This study aims to explain the design system for the Android-based Cultural History learning application in class IX MTs Miftahul Ulum Sitiaji Bojonegoro, East Java. This research was conducted with a research and development model. Where researchers create and design products in the form of an Android-based Appy Pye application. The results showed; 1) the teacher prepares materials, videos, and pictures; 2) develop the application by logging into the Appy Pye web using a Gmail, email, or Facebook account, filling in what application is made, editing the application start page, and select the menu as desired, prepare Appy Pye and an international account for filling in personal data, download the application and fill in the desired material, and do the application test stage. 3) The Android-based Appy Pye application can increase student learning motivation in Islamic Cultural History subjects.
Artificial Intelligence-Assisted Writing Application for Improving Writing Skills of Islamic Education Students Fauziah, Zumrotul; Minarti, Sri
Jurnal Kependidikan Islam Vol. 13 No. 2 (2023): Agustus
Publisher : Program Studi Manajemen Pendidikan Islam UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jkpi.2023.13.2.119-123

Abstract

This study is aimed to illuminate the use of AI-assisted writing applications to improve academic writing skills and describe how to implement AI-assisted writing applications for EFL academic writing. This study is qualitative reasearch. The data is collected through analysis of writing task and interview about the use of Artificial Intelligence in academic writing. After analyzing students’ writing task and interview related to the use of AI in language teaching, especially in writing. The study revealed that the use of AI-assisted applications is beneficial for students, especially students of Islamic education study program. The applications could help the students construct paragraphs, correct the structures, and even paraphrase the paragraphs. The use of AI in writing will not replace human existence since AI-assisted writing application is just a tool, there should be creativity and logical reasoning in writing an academic article. The use of Artificial intelligent-assisted applications could be applied as new model to increase students’ writing skills since there are many features and easiness offered by AI technology.
Pembuatan Instrumen Penilaian dengan Aplikasi Genially Sebagai Upaya Peningkatan Mutu Guru MA Miftahul Ulum Bojonegoro Fauziah, Zumrotul; Nihayah, Hamidatun; Minarti, Sri
Jurnal SOLMA Vol. 12 No. 3 (2023)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v12i3.13110

Abstract

Background: In this digital era, teachers are required to be able to adapt and integrate technology in learning. Most of the Madrasah Aliyah Miftahul Ulum Bulu Balen teachers do not have adequate knowledge and skills in utilizing information technology in learning so they still use conventional teaching methods. Providing training in creating gamification-based assessment instruments with a friendly application. Method: The partner in this service is Madrasah Aliyah Miftahul Ulum Bulu Balen Bojonegoro. There were 14 participants from the teacher council. The method used is training through five stages, namely FDG, material determination, planning, implementation and evaluation. Results: Teachers can create gamification-based assessment instruments with the Genially application. They assess students' knowledge in a more interesting and fun way because the questions are presented in the form of games and quizzes for students to complete. With the variety of quizzes and gamification in the Genially application, teachers can use different types of games for each material. Conclusion: The level of participants' understanding (the teacher's ability and skills in using technological information) was 85% greater than participants who did not or did not understand.