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Penerapan Media Web Wordwall untuk Meningkatkan Hasil Belajar PAI Siswa di SMP Negeri 2 Langsa Safitri, Mutia; Nazliati; Rasyid, Muhammad Nuh
Al-Ikhtibar: Jurnal Ilmu Pendidikan Vol 9 No 1 (2022): Al-Ikhtibar: Jurnal Ilmu Pendidikan
Publisher : Program Studi Pendidikan Agama Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/ikhtibar.v9i1.4249

Abstract

Wordwall web media is one of the varied learning media that displays text information, still or motion pictures, animations, sounds, and videos that are fun for students in the form of games/quiz. This research is based on the fact that in PAI learning the teacher still has not maximized the use of media, so that the student learning process is sometimes less conducive. The purpose of this study was to find out whether the application of this wordwall web media could improve PAI learning outcomes for students at SMP Negeri 2 Langsa. This research is a Classroom Action Research (CAR) which consists of two cycles, the data is taken through data collection techniques in the form of data from observing student activities during the learning process using web wordwall media, student learning outcomes and also interviews. The data that has been collected is then processed with qualitative data analysis. The result of this research is that there is an increase in PAI learning outcomes through the application of web wordwall media at SMP Negeri 2 Langsa. This can be seen from the achievement of students' KKM scores and the percentage that has increased in learning outcomes shown in the first cycle of 67% and an increase in the second cycle to 86%. So the increase in student learning outcomes in learning wordwall web media is said to be successful.
Pengembangan Media Pembelajaran Al-Quran Berbasis Game untuk Siswa Madrasah Ibtidaiyah Raudhatun Nisa, Intan; Santi, Nani Endri; Nazliati; Saptiani; Nursiti Khodijah, Dedek
azkiya Vol 9 No 1 (2024): Al-Azkiya: Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/azkiya.v9i1.8438

Abstract

The lack of teaching media that discusses tajweed material in schools causes students to have difficulty in understanding the material presented. Teaching media in the form of games is needed because primary school students still like to play in learning. The purpose of this study was to develop game-based learning media on the concept of mad thabi'i/ashli reading law material, mad wajib muttasil, and mad jaiz munfasil by using media feasibility testing from three teams of experts. The type of research used is R&D (research and development) using the ADDIE model (analysis, design, development, implementation, and evaluation). Media validation was conducted in three areas of experts, namely media, material, and language validation. Based on the results of the media validation test, the average score was 85%. In terms of media expert validation, this media is very feasible to use with an average value percentage of 85%. The material expert validation test stage obtained an average score of 96% with one revision, these results stated that this game-based learning media was very feasible to use. Then the language field validation stage obtained a value of 85 use in the learning process.
Game-Based Development Using the Hannafin and Peck Model for the Tajwid’s Learning Media Nazliati; Alfiatunnur; Rita Sari
International Journal of Basic Educational Research Vol. 1 No. 1 (2024): IJBER: International Journal of Basic Education Research
Publisher : Doctoral Program In Elementary Madrasah Teacher Education Faculty Of Tarbiyah And Education - UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/ijber.2024.11-03

Abstract

The pedagogical imperative to enhance Tajweed proficiency, a fundamental Islamic educational tenet, necessitates innovative teaching methodologies, especially for learners at the concrete operational stage. This study introduces "Ludo Listas Tajwid" (Lolita), a pioneering game-based educational media designed to ameliorate the learning trajectory of Tajweed. The research developed and evaluated Lolita to ascertain its efficacy and applicability in the pedagogical domain of Quranic recitation. Utilizing the Research and Development (R&D) approach, underpinned by the Hannafin and Peck model, the study meticulously orchestrated the media development phases, incorporating design, development, and evaluation stages. The methodology entailed a comprehensive descriptive data analysis to delineate the media development steps and substantiate its educational value. This iterative process facilitated the refinement and validation of Lolita, ensuring its alignment with educational standards and learning objectives. The findings revealed that Lolita substantially ameliorated the Tajweed learning experience, evidenced by high validation scores: 88% for media, 90.7% for content, and 80% for language proficiency. These metrics underscore the media's pedagogical soundness and its consonance with Tajweed learning objectives. The implications of this research are multifaceted, extending beyond the immediate educational setting. Lolita's success illustrates the potential of game-based learning platforms in engaging students more effectively in religious education, thereby enhancing their learning outcomes. However, the study acknowledges its limitations, including the specific focus on learners in the concrete operational stage and the need for broader empirical validation across varied educational contexts.. The study recommends further research to explore Lolita's scalability and its impact on long-term learning outcomes, aiming to establish a robust evidence base for game-based learning in religious education.
Pengembangan Media Pembelajaran Al-Quran Berbasis Game untuk Siswa Madrasah Ibtidaiyah Raudhatun Nisa, Intan; Santi, Nani Endri; Nazliati; Saptiani; Nursiti Khodijah, Dedek
Al-Azkiya: Jurnal Pendidikan MI/SD Vol 9 No 1 (2024): Al-Azkiya: Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/azkiya.v9i1.8438

Abstract

The lack of teaching media that discusses tajweed material in schools causes students to have difficulty in understanding the material presented. Teaching media in the form of games is needed because primary school students still like to play in learning. The purpose of this study was to develop game-based learning media on the concept of mad thabi'i/ashli reading law material, mad wajib muttasil, and mad jaiz munfasil by using media feasibility testing from three teams of experts. The type of research used is R&D (research and development) using the ADDIE model (analysis, design, development, implementation, and evaluation). Media validation was conducted in three areas of experts, namely media, material, and language validation. Based on the results of the media validation test, the average score was 85%. In terms of media expert validation, this media is very feasible to use with an average value percentage of 85%. The material expert validation test stage obtained an average score of 96% with one revision, these results stated that this game-based learning media was very feasible to use. Then the language field validation stage obtained a value of 85 use in the learning process.