Claim Missing Document
Check
Articles

Found 29 Documents
Search

Development of Interactive Monopoly Games on the Pillars of Islam and Pillars of Faith Al Zahra, Farahdiba; Safitri, Nikmah; Mandeng, Jefry; Putranta, Himawan
JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian Vol. 5 No. 3 (2024): Journal Hurriah: Journal of Educational Evaluation and Research
Publisher : Yayasan Pendidikan dan Kemanusiaan Hurriah Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56806/jh.v5i3.173

Abstract

The game of Monopoly has proven to be an effective and engaging learning tool for children. In the context of Islamic Religious Education (PAI) for first-grade elementary school students, developing a modified version of the Monopoly game focusing on the concepts of the Five Pillars of Islam and the Six Pillars of Faith could be an innovative and enjoyable way to introduce these concepts to students. The game board will be designed with various locations representing the Five Pillars of Islam and the Six Pillars of Faith, the Quran. Each location will present questions or tasks designed to reinforce students' understanding of these concepts. Players will choose characters associated with Islamic figures and move around the board, answering questions, and performing tasks related to the Five Pillars of Islam and the Six Pillars of Faith. Through active interaction with the learning material, it is hoped that students can strengthen their understanding of the basic principles of Islam. The goal of this game is to stimulate students' interest in learning PAI, introduce the concepts of the Five Pillars of Islam and the Six Pillars of Faith in a fun way, and build their understanding of the values of Islam. Thus, this Monopoly game is expected to be an effective tool in helping first-grade elementary school students understand the basic concepts of Islam while enhancing their engagement and interest in learning PAI.
Analisis Validitas dan Realibilitas Kualitas Soal Pilihan Ganda Asesmen Kompetensi Minimum (AKM) Mata Pelajaran Pendidikan Agama Islam Menggunakan Pendekatan Model Rasch Azzahra, Nuri Syifa; Sumarni, Sri; Putranta, Himawan
QuranicEdu: Journal of Islamic Education Vol. 4 No. 1 (2024): QuranicEdu: Journal of Islamic Education
Publisher : IIQ An Nur Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37252/quranicedu.v4i1.681

Abstract

This journal article discussed validity and reliability analysis research in determining the quality of multiple choice questions of Minimum Competency Assessment (AKM) in Islamic Education subjects that focused on inheritance material in Islam using the Rasch approach model. This study aimed to explain the results of the analysis carried out descriptively by utilizing the QUEST program and using the content validity instrument sheet using Aiken'V formula. The multiple choice questions were ten in number, consisting of five literacy AKM questions and five numeracy AKM questions with five alternative answers which were then distributed to thirty student respondents. This type of research was quantitative research that used a descriptive study approach method. The results of the research analysis showed seven question items were appropriate and three question items were not appropriate and all items were valid.
Development of local wisdom-based Subject-Specific Pedagogy (SSP) to improve students' scientific literacy skills Kartika, Ika; Atika, Iva Nandya; Widyasari, Friscandany Dhiaz; Putranta, Himawan
Jurnal Penelitian Pendidikan IPA Vol 9 No 10 (2023): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i10.3969

Abstract

Indonesia is a cultural nation with a richness of indigenous knowledge that must be conserved, one of which is science education in schools. This study intends to develop an integrated science Subject-Specific Pedagogy (SSP) based on the indigenous knowledge of producing Bobung wooden masks from Gunung Kidul, Yogyakarta, Indonesia and to improve students’ scientific literacy. The study employed the ADDIE-based research methodology, which included needs analysis and preliminary research analysis. Planning and creating rough drafts of the product serve as the design phase, and expert validation and revision serve as the development phase. Implementation in a small number of classes, evaluation through SSP use, and dissemination for grade VIII students. The study's findings were used to create a SSP with components such as a syllabus, lesson plans, student teaching books and modules, student worksheets, and assessment sheets rated as very good based on experts' validation. The produced SSP can raise the scientific literacy of junior high school students in grade VIII with an N-gain of 0.69.
INOVASI PEMBELAJARAN TOLERANSI BERAGAMA MELALUI MEDIA INTERAKTIF TWISTER EDU PAI Fitrotul Mukaromah; Hartomo, Tanto; Nauval Aqsath, Diqa; Putranta, Himawan
Ta lim Jurnal Pendidikan Agama Islam dan Manajemen Pendidikan Islam Vol. 5 No. 2 (2025): Jurnal Ta'lim: Pendidikan Agama Islam & Manajemen Pendidikan Islam
Publisher : Prodi Pendidikan Agama Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59098/talim.v5i2.2403

Abstract

Penelitian ini bertujuan untuk mengembangkan serta mengevaluasi kelayakan media pembelajaran interaktif bernama Twister Edu PAI, yang ditujukan untuk pembelajaran Pendidikan Agama Islam (PAI) di jenjang Sekolah Menengah Pertama (SMP). Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model 4D (Define, Design, Develop, Disseminate). Karena dianggap relevan untuk proses pengembangan media pembelajaran yang sistematis dan terstruktur. Data diperoleh melalui uji kelayakan yang dilakukan oleh validator (mahasiswa) dengan menggunakan instrumen angket, kemudian dianalisis secara deskriptif persentase. Hasil penelitian menunjukkan bahwa Media Twister Edu PAI dinila sangat layak sebagai sarana pembelajaran yang interaktif, inovatif, serta menyenangkan, dan terbukti mampu meningkatkan partisipasi serta pemahaman siswa terhadap materi tentang kerukunan antarumat beragama. Proses validasi oleh validator (mahasiswa) menunjukkan bahwa media ini telah memenuhi semua aspek kelayakan dari segi tampilan, bahan media, pembelajaran, dan materi.
Inovasi Media Ular Tangga Edukasi Islami dalam Pembelajaran Fikih Materi Shalat Muriha, Mazya; Pratiwi, Ratna; Fahreza, Muhammad Ahyar; Sholikhah, Ika Wahdina; Putranta, Himawan
Taklim : Jurnal Pendidikan Agama Islam Vol 23, No 2 (2025)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/tk.v23i2.86521

Abstract

AbstractFiqh learning at the elementary school (SD/MI) level is often perceived as monotonous and lacking active student engagement. This study aims to develop and evaluate the feasibility of an interactive learning medium called Islamic Educational Snakes and Ladders, focusing on the topic of prayer (salat). The research employed a Research and Development (RD) approach using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Validation was conducted by four experts using a feasibility assessment instrument, and the data were analyzed using descriptive quantitative methods. The results showed that the medium achieved a feasibility score of 92.56%, categorized as highly feasible. The medium consists of a game board, educational cards (knowledge, practice, and wisdom), player tokens, dice, and a play guide designed to promote active learning. These findings indicate that the Islamic Educational Snakes and Ladders medium has the potential to enhance students’ understanding and interest in fiqh, particularly in the area of prayer. However, the study is limited by the absence of direct effectiveness testing on students. Therefore, further research is recommended to empirically examine the impact of this medium on learning outcomes through experimental or longitudinal study designs.Keywords: Learning media, Islamic educational snakes and ladders, Fiqh, elementary school (SD/MI), Research and DevelopmentAbstrakPembelajaran fikih di tingkat SD/MI kerap dianggap monoton dan kurang melibatkan siswa secara aktif. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berupa Ular Tangga Edukasi Islami pada materi ibadah salat. Metode yang digunakan adalah Research and Development (RD) dengan model ADDIE, meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Validasi dilakukan oleh empat ahli menggunakan lembar penilaian kelayakan, dan data dianalisis secara deskriptif kuantitatif. Hasil menunjukkan bahwa media memperoleh skor kelayakan sebesar 92,56%, termasuk kategori sangat layak. Media terdiri dari papan permainan, kartu edukatif (ilmu, amal, dan hikmah), pion, dadu, serta panduan bermain yang dirancang untuk mendukung pembelajaran aktif. Temuan ini menunjukkan bahwa media Ular Tangga Edukasi Islami berpotensi meningkatkan pemahaman dan minat belajar peserta didik terhadap materi fikih, khususnya ibadah salat. Keterbatasan penelitian ini terletak pada belum dilakukannya uji efektivitas secara langsung terhadap peserta didik. Oleh karena itu, penelitian lanjutan disarankan untuk menguji dampak penggunaan media ini terhadap hasil belajar secara empiris melalui desain eksperimen atau studi longitudinal. Kata kunci : Media pembelajaran, Ular tangga edukasi Islami, Fiqih, SD/MI, Research and Development
Gloria Game Board: Inovasi Media Pembelajaran Sejarah Peradaban Islam dengan Desain Bergaya Monopoli Malia Anisa Fitri; Fatayatun Nuzul Utami; Asya Hilya Rahma; Himawan Putranta
Journal of Science, Technology, and Innovation Vol 1 No 1 (2025): August: Inventa: Journal of Science, Technology, and Innovation
Publisher : CV SCRIPTA INTELEKTUAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65310/30mezv42

Abstract

Pembelajaran sejarah seringkali menghadapi berbagai hambatan, terutama karena sebagian besar siswa memandang mata pelajaran ini sebagai sesuatu yang monoton, kurang menarik, dan sulit diingat. Persepsi negatif terhadap materi sejarah ini berdampak pada minat dan motivasi siswa untuk belajar. Akibatnya, pencapaian hasil belajar dalam sejarah cenderung tidak menunjukkan hasil optimal atau memenuhi harapan. Penelitian ini bertujuan untuk mengembangkan media pembelajaran yang menyenangkan, khususnya pada materi sejarah peradaban Islam, yang dapat meningkatkan minat siswa dan membangun perspektif positif terhadap pembelajaran sejarah. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan. Peneliti mengembangkan media pembelajaran dengan memodifikasi permainan papan Monopoly yang disesuaikan dengan konteks materi sejarah peradaban Islam. Penelitian ini menghasilkan pengembangan media pembelajaran baru berupa Gloria Game Board. Uji kelayakan menunjukkan bahwa media ini memenuhi kriteria sangat layak dengan persentase penilaian: aspek keterampilan 94,23%, bahan media 91,67%, pembelajaran 92,86%, dan konten 95,71%.
The effect of using artificial intelligence (AI) on students’ critical thinking skills in magnetic electricity courses Annisa Nur Aini; Himawan Putranta
JPPIPA (Jurnal Penelitian Pendidikan IPA) Vol. 10 No. 2 (2025): December 2025
Publisher : Universitas Negeri Surabaya in collaboration with Perkumpulan Pendidik IPA Indonesia (PPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jppipa.v10n2.p94-104

Abstract

In today’s digital era, AI (Artificial Intelligence) technology has developed rapidly and is being applied in various aspects of life, including education. This study aims to analyze the effect of AI use on students’ critical thinking skills in the electromagnetism course for physics education students who have taken or are currently taking the electromagnetism course. This study employs a quantitative approach, utilizing descriptive analysis. The data collection instrument used in this survey research is a questionnaire. The sampling technique used is simple random sampling. The sample used in the study consisted of 10 respondents from each of the classes of 2021, 2022, and 2023, without any specific provisions or criteria in place. The results of the study indicate that students feel helped by the presence of AI in the learning process. AI technology provides instant solutions to problems and issues, and students can easily access and understand complex material. The findings of this study highlight the need to integrate AI in electromagnetism learning, a complex concept that requires high-level reasoning skills. Initial findings suggest that AI offers benefits, including personalized learning and the visualization of complex ideas, but also presents challenges in terms of teacher preparedness, student digital literacy, and potential technology dependency. Furthermore, students’ low critical thinking skills in electromagnetism emphasize the need for pedagogical innovation. AI is seen as capable of supporting the development of critical thinking through simulations, adaptive assessments, and data-driven guidance. Therefore, empirical research is necessary to determine the extent to which the use of AI improves students’ critical thinking skills.
Development of QR Code Based Archipelago Insight Media to Improve Students’ Conceptual Understanding Subarjo, Abdul Haris; Retnowati, Nurcahyani Dewi; Putranta, Himawan
Jurnal Lemhannas RI Vol 13 No 4 (2025)
Publisher : Lembaga Ketahanan Nasional Republik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55960/jlri.v13i4.1185

Abstract

Purpose: The development of mobile-based lecture designs through QR code media aims to increase students' understanding of archipelagic insights while strengthening civic awareness and national identity as the foundation of national resilience in citizenship education. Study Design/Methodology/Approach: The research method used a research and development approach with a 4D model design supported by descriptive quantitative analysis through assessments by validators, practitioners, and student readability tests. The evaluation results showed a high level of feasibility with average scores of 4.12 and 3.63, confirming the effectiveness of QR code-based media in strengthening the understanding of national spatial identity and social cohesion as the foundation of national resilience. Findings: The developed media was deemed feasible by validators and practitioners with an average score of 4.12 and highly feasible by 100 students with a score of 3.63. The result provides information that QR code-based media is effective in strengthening understanding of national spatial identity and social cohesion as the foundation of national resilience. Originality/Value: The QR code-based archipelago insight lecture media can be a unique alternative medium for citizenship education lectures in universities. The results of this research and development also support the implementation of distance citizenship education. Furthermore, this study positions digital-based civic learning as a strategic instrument for reinforcing national resilience by cultivating awareness of Indonesia’s geopolitical characteristics, territorial integrity, and socio-cultural unity within the framework of Asta Gatra.
LOW SCIENTIFIC LITERACY OF PHYSICS EDUCATION STUDENTS ON MECHANICAL ENERGY IN EVERYDAY CONTEXTS Sa'diyah, Ervi Khalimatus; Putranta, Himawan
PENSA E-JURNAL: PENDIDIKAN SAINS Vol. 14 No. 1 (2026): Article In Press
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/pensa.v14i1.75060

Abstract

Scientific literacy is a key competency for prospective physics teachers, particularly in connecting physics concepts to everyday phenomena. This study aims to examine the level of scientific literacy among Physics Education students on mechanical energy topics using real-life contexts. A descriptive quantitative approach was applied to a group of 30 undergraduate students enrolled in a physics teacher education program. Scientific literacy was assessed through context-based tasks focused on everyday mechanical energy phenomena. The results indicate that the average scientific literacy score was 37.33, placing it in the low category. In total, more than 60% of the students demonstrated low to very low levels of scientific literacy, suggesting that most participants have not yet developed sufficient competence in applying mechanical energy concepts to real-world situations. When analyzed by gender, female students had higher average scores than male students, although their performance was more variable. These findings reveal persistent challenges that prospective physics teachers face in interpreting and applying physics knowledge meaningfully in everyday contexts. The study underscores the importance of integrating context-based and literacy-oriented instructional approaches in physics teacher education programs to better equip future teachers with the skills necessary to promote scientific literacy among secondary school students.