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Penggunaan Media Visual Terhadap Hasil Belajar Fiqh di SMP Babus Salam Kota Tangerang basyit, abdul; Sihabudin, Ahmad; Heri, Totong; Gumelar, R Tommy; Zulaikha, Lulu Nur
Jurnal Pendidikan Islam Vol. 16 No. 02 (2025)
Publisher : Universitas Muhammadiyah Prof Dr Hamka

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Abstract

This study aims to determine the effectiveness of the use of visual media on student learning outcomes in fiqh subjects in class VIII of SMP Babus Salam Karawaci, Tangerang City. The background of this research is the low interest and learning outcomes of students due to the use of monotonous learning methods. The research method used is quantitative with a quasi-experimental approach using pretest-posttest control group design. The research sample amounted to 62 students which were divided into two groups, namely the experimental class and the control class. Data collection instruments in the form of objective tests and Likert scale questionnaires. The results of the study show a sig value of 0.000 <0.05 so there is a significant difference between the learning outcomes of the experimental class and the control class. So it can be concluded that the use of visual media has an effective effect on learning outcomes in fiqh subjects.
Optimalisasi Literasi Digital dan Kreativitas Siswa Sekolah Dasar Melalui Pendekatan Learning by Doing Menggunakan Typingcore dan Microsoft Paint Gumelar, R. Tommy; Purnamasari, Epa Apnan; Anjani, Dewi; Latifah, Latifah; Lestari, Yesi; Zakaria, Achmad; Chessario Ramdoni, Muhammad Ravael; Febriansyah, Rully; Abi Dahlan, Muhamad Atthalah; Hadiwijoyo, Mohammad Rafi
JPM: Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v6i3.2864

Abstract

The digital literacy gap in rural areas remains a major challenge in ensuring equitable education quality in Indonesia, particularly at the elementary school level which often lacks technological facilities. This service aims to optimize basic computer competence and stimulate student creativity through intensive mentoring. The service partners in this activity are elementary education institutions and the surrounding community identified as having limited access to information technology devices. The implementation method uses a Participatory Action Research (PAR) approach with a learning by doing technique focused on three main aspects: hardware introduction, ten-finger typing training using the interactive site Typingcore, and creative visualization using Microsoft Paint. The activity was carried out for six weeks involving active student participation and full support from village officials. The results showed a significant increase in students' understanding of computer device functions and increased fine motor skills in using the mouse and keyboard. Success indicators are seen from the ability of 100% of students to operate booting and shutdown procedures independently, an increase in average typing speed, and the creation of simple, original digital works as activity outputs. The implication of this activity is the formation of students' adaptive mindsets towards technology. In conclusion, the direct practice method proved effective in building children's self-confidence, reducing technology anxiety (technophobia), and becoming a feasible mentoring model to be replicated for areas with similar characteristics.