Muqit, Abd
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Media True False Game Sebagai Alat Transformasi Pembelajaran Agama Islam Yang Efektif Di Era Digital Auliya', Hilyatul; Hunaida, Wiwin Luqna; Muqit, Abd
Al-Mau'izhoh: Jurnal Pendidikan Agama Islam Vol. 6 No. 2 (2024): Desember 2024
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/am.v6i2.11833

Abstract

This study aims to explore the effectiveness of using True False Game media as a transformation tool in learning Islamic Religion in the digital era. The method used is library research by collecting data from various related literature sources. The results showed that True False Game can increase students' understanding and interest in learning in Islamic Religion subjects. This media allows interactive and fun learning, and encourages collaboration between students. The use of information and communication technology in the True False Game facilitates access to learning, allows direct evaluation, and supports the implementation of distance learning. Although effective, there are limitations relating to the dependence on technological infrastructure, which can hinder learning in the event of technical disruptions. The implication of this study is that the True False Game has great potential to be applied in learning Islamic Religion in the digital era, with adequate technological support and variations of other learning methods to ensure more comprehensive understanding.
Implementasi Model Kooperatif TGT dalam Pembelajaran PAI di Era Digital untuk Mendorong Keaktifan Siswa Kelas 8 SMPN 2 Waru Agustiyaningsih, Melani; Muqit, Abd; Junaedi, Junaedi
An-Nuha Vol 6 No 1 (2026): Islamic Education
Publisher : Prodi Pendidikan Keagamaan Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/annuha.v6i1.743

Abstract

Islamic Religious Education (IRE) learning in the digital era often faces the challenge of student passivity, especially in junior high schools, thus requiring innovation to increase student activity. This study aims to describe the implementation of the Teams Games Tournament (TGT) cooperative model integrated with digital media to encourage the activity of 8th grade students at SMPN 2 Waru in the even semester of 2024/2025. The study employs a qualitative descriptive approach with a field study design, involving IRE students and teachers as key informants. Data were collected through observation, interviews, and documentation. The results showed an increase in student active participation in discussions, digital-based games, and tournaments, a decrease in passive behavior, and an increase in collaboration. This study concluded that the TGT model in the digital era encourages student activity in PAI learning.
Pengembangan Media Pembelajaran Interaktif Berbasis Android Pada Mata Pelajaran Alquran-Hadist Pada Pokok Bahasan Materi Infaq dan Sedekah Kelas VIII MTs Ocvando, Khovadli; Minhaji, Minhaji; Muqit, Abd; Maktumah, Luluk
Edupedia : Jurnal Studi Pendidikan dan Pedagogi Islam Vol. 6 No. 2 (2022): Edupedia: Jurnal Studi Pendidikan dan Pedagogi Islam
Publisher : Fakultas Tarbiyah, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/edupedia.v6i2.1660

Abstract

This study aims to develop Android-based interactive learning media in al-Quran-Hadith subjects’ on the lesson of infaq and alms, class VIII MTS. This research use ADDIE (Analyse, Design, Development, Implementation, Evaluation). The results of this study 1) the majority of students already have an Android smartphone but it is still not optimal in its use in learning activities. In addition, educators are still less capable in developing interactive learning media, especially on android-based media. In this android-based interactive learning media, it contains video material for students, reviewing the material and making their own learning videos to be discussed later with the Kinemaster application tools, 2) the results of the assessment from media experts have an average score of 4,1 with category "Good," while the results of the assessment from material experts have an average score of 4,0 with category "Good." This means that the product of developing android-based interactive learning media on al-Quran-Hadith learning for class VIII on infaq and alms material is suitable to use in learning activities.