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Sosialisasi Bijak Gunakan Media Sosial di Desa Kota Tandun, Rokan Hulu Ridho, Zulhamid; Nasution, Farhan Bintang Muzaki; rahmadhani, Naia Nabila; Salsabila, Raisya Alifia; Jelita, Putri; Putri, Djihan Kania; Fernandes, Willy Arya; Elrianda, M. Ridho; Azzahra, Rania; Rasyid, Aidil Harun Ar; Suhaimi, Kalystha Rabbani
MASPUL JOURNAL OF COMMUNITY EMPOWERMENT Vol 6 No 2 (2024): MASPUL JOURNAL OF COMMUNITY EMPOWERMENT
Publisher : LP2M Universitas Muhammadiyah Enrekang

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Abstract

Media sosial adalah platform online yang memungkinkan penggunanya untuk berpartisipasi, berbagi, dan menciptakan konten, termasuk blog, jejaring sosial, wiki, forum, dan dunia virtual. Tujuan dari pengabdian masyarakat ini mengedukasi masyarakat mengenai penggunaan media sosial yang bijak terutama warga desa Kota Tandun, Kecamatan Rokan Hulu. Sosialisasi ini dilaksanakan secara tatap muka. Metode yang digunakan dalam pengabdian masyarakat ini adalah metode langsung dengan sosialisasi dengan bentuk ceramah atau menjelaskan materi berupa teori yang berhubungan dengan tema yang diambil “Saring Sebelum Sharing”. Berdasarkan hasil pelaksanaan kegiatan yang telah dilaksanakan, dapat ditarik beberapa kesimpulan bahwa Peserta memahami bagaimana cara menjadi sipengguna media sosial yang bijak dan dapat memanfaatkan media sosial untukmengembangkan potensi yang dimiliki serta Peserta mengerti bagaimana cara menyaring dan menyebarkan informasi yang bijak di media sosial sehingga meminimalisir penyebaran berita hoax.
Pengaruh Penggunaan Media Pembelajaran Interaktif Berbasis Platform Game Blooket terhadap Hasil Belajar Akidah Akhlak Siswa Kelas XI MAN 2 Bukittinggi Jelita, Putri; Dewi, Puti Andam
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.12041

Abstract

Although the use of game-based digital learning media has received attention in various studies, research on the use of the Blooket platform in Akidah Akhlak instruction at the madrasah aliyah level remains limited. This study aimed to analyze the effect of using Blooket game-based interactive learning media on the Akidah Akhlak learning outcomes of Grade XI students at MAN 2 Bukittinggi. This study employed a quantitative approach with a quasi-experimental design using a non-equivalent control group design. The sample consisted of 71 students, comprising 36 students from Grade XI D4 as the experimental group and 35 students from Grade XI D2 as the control group, who were selected using purposive sampling. Data were collected through observation, learning achievement tests, and documentation. After the validity and reliability of the test instrument were assessed, the data were analyzed using normality tests, homogeneity tests, an independent-samples t-test, and N-gain analysis with the assistance of SPSS version 27. The results of the independent-samples t-test showed a significance value of 0.009 (< 0.05), indicating a significant difference in learning outcomes between the experimental and control groups. Thus, the use of Blooket had a significant effect on students’ Akidah Akhlak learning outcomes. These findings provide empirical evidence of the potential of game-based learning media to support Akidah Akhlak instruction and confirm that Blooket can be used as an alternative digital learning medium by considering device readiness, internet availability, and students’ ability to operate the platform.