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Journal : Educational Journal of Learning Technology

History Learning Innovation: Khulafaur Rasyidin Interactive Media for Madrasah Tsanawiyah Students Rahmawati, Rahmawati; Thaha, Hisban; Arifuddin, Arifuddin; Susanti, Irna
Educational Journal of Learning Technology Vol. 2 No. 1 (2024): Educational Journal of Learning Technology (September 2024)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v2i1.30

Abstract

This article discusses the development of Islamic Cultural History learning media for Khulafaur Rasyidin grade VII MTsN 1 Tana Toraja based on Box and Q.R. Code Quiz Paper. This study aims to determine the media's validity, practicality, and effectiveness. Using the Research and Development (R&D) method with the Plom model, the research was conducted on grade VII students at MTsN 1 Tana Toraja. Data were collected through questionnaires, interviews, and tests and analyzed in a quantitative descriptive manner. The results showed that this Media was valid, with a percentage of 90% by media experts, 100% by material experts, 87.9% by linguists, and 100% by Islamic Cultural History teachers. The practicality of this media reached 87.9%, and its effectiveness was shown by a post-test score with a sig (2-tailed) of 0.024 < 0.05, indicating that this Media was effectively used in teaching. The results of this study confirm that the Media Based on Box and Q.R. Code Quiz Paper is a valid, practical, and effective learning tool for teaching Islamic Cultural History.
Enhancing Islamic Religious Education at SMPN 03 Palopo: Validity and Practicality of E-Modules Utilizing Canva and Heyzine Applications Ismail, Hajar; Hasriadi, Hasriadi; Thaha, Hisban
Educational Journal of Learning Technology Vol. 1 No. 1 (2023): Educational Journal of Learning Technology (September 2023)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v1i1.4

Abstract

This research is entitled Development of E-modules Based on Canva and Heyzine Applications in Islamic Religious Education Subjects at Junior High School (SMP) Negeri 03 Palopo. This study aimed to determine the validity and practicality of e-modules based on Canva and Heyzine applications in Islamic Religious Education subjects at SMPN 03 Palopo. This research uses the R&D (Research and Development) research type with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The results of this study indicate that the Islamic Religious Education e-module from the validity test has met the criteria of very valid with a score of 84.21% by media experts, 95% by material experts and 81.81% by linguists. It meets the practical criteria with a score of 98% by educators and 91% by students.
Development of Game-Based Interactive Modules to Increase Interest in Learning the Qur'an Hadith Febriani, Windi; Thaha, Hisban; P, Andi Achru
Educational Journal of Learning Technology Vol. 3 No. 1 (2025): Educational Journal of Learning Technology (September 2025)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v3i1.65

Abstract

This study aims to develop and evaluate a game-based interactive digital module designed to enhance students’ interest in learning Al-Qur’an Hadith, specifically Surah At-Tin, for fourth-grade students at MI Al-Mu’minun, Wajo Regency. The research employed the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model with 18 students and one teacher as participants. Data were collected through observation, interviews, and questionnaires, and analyzed using both qualitative and quantitative approaches. The validation results showed the module was feasible, with scores from media experts (75%), material experts (95%), and linguists (88.8%). Practicality tests indicated very positive outcomes, with teacher assessments reaching 96.15% and student responses 93%. Effectiveness testing revealed a significant improvement in learning outcomes, from 69% (adequate) before using the module to 98% (very effective) after its implementation. These findings demonstrate that the game-based interactive module is valid, practical, and highly effective for supporting Al-Qur’an Hadith learning.
Development of Spin Game Media Assisted by Fun Teaching Method to Increase Students’ Learning Interest in Moral Faith Subjects Wahyuddin, Sriwahyuni; Thaha, Hisban; Syam, Andi Achmad
Educational Journal of Learning Technology Vol. 3 No. 2 (2026): Educational Journal of Learning Technology (January 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v3i2.67

Abstract

This study develops Fun Teaching–based Spin Game media to enhance students’ interest in learning moral beliefs at MTs Yaminas Noling, Luwu Regency. The research employed a Research and Development (R&D) design using the ASSURE model and involved 28 eighth-grade students. Media feasibility was assessed through validation questionnaires completed by media, material, and linguistics experts, as well as student interest questionnaires. Data were collected through observations, interviews, questionnaires, and documentation, and analysed using descriptive qualitative and quantitative techniques. Validation results showed that the media received a score of 85.4% (very valid), material validation reached 81.2% (very valid), and language validation obtained 75% (valid). Students’ learning-interest scores increased from 66.22% (good) before using the media to 95.61% (excellent) after its implementation. These findings indicate that the Fun Teaching–based Spin Game media is feasible and effective in increasing students’ learning interest.