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E-module media and educational technology based on gamification for students of the Faculty of Tarbiyah and Teacher Training IAIN Palopo Fakhrunnisaa, Nur; Edy, Marwan Ramdhany; Faisal, Dhia Azizah
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 9, No 1 (2025)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v9i1.83147

Abstract

The research examines the development of gamification-based e-modules for media and educational technology, conducted at the Faculty of Tarbiyah and Teacher Training, IAIN Palopo, with 103 students as participants. This study employs a Research and Development (R&D) approach, utilising the ASSURE development model, which encompasses six stages: Analyse, State, Select, Utilise, Require, and Evaluate. Data collection methods include observation, questionnaires, documentation, and product validation. The researcher used both quantitative and qualitative analyses for data evaluation. The research resulted in creating a gamification-based e-module for media and educational technology, developed through the six stages of the ASSURE model. These stages involved needs analysis, development processes, and product finalisation. The product's validity was assessed by language experts (86.67%), media experts (88.89%), and material experts (97.12%), all indicating that the e-module is valid and suitable for use. The practicality test yielded a score of 79.76%, showing that the e-module is practical and effective in enhancing student learning.
Pengembangan Video Animasi pada Materi Al-‘Unwān (Alamat) untuk Siswa Kelas Vii Mts Datuk Sulaiman Putra Palopo Satifa, Rani; Pamessangi, Andi Arif; Fakhrunnisaa, Nur; Putri, Elma; Muti'a, Siti; Zulfathia, Ijah
Jurnal Studi Guru dan Pembelajaran Vol. 8 No. 3 (2025): September - Desember 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.8.3.2025.6928

Abstract

Urgensi dari penelitian ini adalah untuk mengetahui tingkat kevalidan, kepraktisan, dan keefektifan produk yang dikembangkan. Jenis penelitian yang digunakan adalah research and development (R&D) dengan mengadaptasi model pengembangan ADDIE yang terdiri dari lima tahapan, yaitu analisis (analysis), perancangan (design), pengembangan (development), penerapan (implementation), dan evaluasi (evaluation). Subjek penelitian adalah siswa kelas VII MTs Datuk Sulaiman Putra Palopo. Teknik pengumpulan data dilakukan melalui observasi, wawancara, lembar validasi, angket respon guru dan siswa, tes, serta dokumentasi. Data dianalisis menggunakan teknik analisis kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa skor validasi dari ahli materi sebesar 93%, ahli media 91%, dan ahli bahasa 94%, seluruhnya termasuk kategori “sangat valid”. Praktikalitas media dinilai oleh guru sebesar 96% dan oleh siswa sebesar 87%, keduanya berada dalam kategori “sangat praktis”. Analisis pre-test dan post-test menghasilkan rata-rata N-Gain score dari 30 siswa sebesar 0,97, yang termasuk kategori “keefektifan tinggi” karena berada di atas nilai 0,7. Adapun persentase N-Gain score (%) yang diperoleh adalah 96,90%. Dengan demikian, media video animasi berbasis YouTube pada materi al-‘unwan (alamat) dinyatakan valid, praktis, dan efektif.
The MURDER Strategy Based on Gamification to Enhance StudentsÔÇÖ Interest in Islamic Education and Character Building Magfirah, Magfirah; Fakhrunnisaa, Nur; Efendi, Erwatul
Journal of Islamic Education Students (JIES) Vol. 5 No. 2: November 2025
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i2.15637

Abstract

Low student interest in Islamic Religious Education and Character Building at the vocational high school (SMK) level remains a challenge, especially under conventional, teacher-centered approaches. This study aimed to enhance studentsÔÇÖ learning interest by applying the gamified MURDER strategy in the classroom. Using the Kurt Lewin Classroom Action Research model, the research was conducted in two cycles comprising planning, action, observation, and reflection stages. Data were collected through observation, questionnaires, interviews, tests, and documentation. Findings showed a significant increase in student learning interest, with student activity rising from 65.5% (pre-cycle) to 95.5% (cycle II), and teacher activity from 81.1% to 95.5%. Students responded positively, describing the learning as more engaging, interactive, and confidence-building. The gamified MURDER strategy proved to be an effective alternative for improving both student interest and instructional quality in Islamic Religious Education and Character Building, and it is recommended for broader use in character-focused, student-centered learning contexts.┬á┬á