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PENGARUH MODEL PEMBELAJARAN GAME-ORIENTED PROBLEM EXPLORATION (GOPE) BERBANTUAN MEDIA WORDWALL TERHADAP KETERAMPILAN MEMAHAMI TEKS NEGOSIASI PADA SISWA KELAS X SMAN 7 PADANG Affanza, Anggia; Indriyani, Vivi; Abdurrahman; Syafrina, Dewi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45953

Abstract

This study was motiated by students low ability in understanding negotiation texts due to conventional and less interactive learning methods. This study aims to dtemine the effect of the Game-Oriented Problem Exploration (GOPE) learning model assisted by Wordwall media on students’ ability to understand negotiation texts in grade X of SMAN 7 Padang. This study employed a quantitative approach with a quasi-experimental method using a Nonequivalent Control Group Design. The sample consisted of an experimental class and a control class selected through purposive sampling. The research instrument was an objective test administered as pretest and posttest. The results showed that the average score of the experimental class increased from 70.75 to 86.53, while the control class increased from 72.87 to 82.16. The hypothesis testing indicated that the t-value (3.07) was higher than the t-table value (1.99) at a significance level of 0.05. Thus, it can be concluded that the GOPE learning model assisted by Wordwall media has a significant effect on students’ ability to understand negotiation texts.
IMPLEMENTASI KURIKULUM MERDEKA PADA MATA PELAJARAN BAHASA INDONESIA KELAS XI SMA NEGERI 1 SUNGAI PENUH Qairun Nisa, Syifa; Farel Olva Zuve; Syahrul R; Abdurrahman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.54827

Abstract

This study aims to describe the planning and implementation of Indonesian Language learning in the implementation of the Merdeka Curriculum in class XI at SMA Negeri 1 Sungai Penuh. This study employed a qualitative research design with a descriptive method. Qualitative data were obtained through observation, semi-structured interviews, and documentation techniques. The data sources in this study were the vice principal for curriculum affairs, Indonesian Language teachers, and eleventh-grade students of SMA Negeri 1 Sungai Penuh. The data validation technique used in this study was triangulation. The results of this study indicate two findings. (1) The planning of Indonesian Language learning based on the Merdeka Curriculum has been carried out quite well, encompassing: participating in Merdeka Curriculum implementation training, understanding the concept of the Merdeka Curriculum, and preparing learning tools that include the analysis of Learning Outcomes (CP), formulation of Learning Objectives (TP), preparation of the Learning Objective Sequence (ATP), and design of teaching modules. (2) The implementation of learning has been carried out in accordance with the Merdeka Curriculum guidelines through three stages, namely the opening activity, core activity, and closing activity. Learning has been student-centered through group discussions, presentations, and direct practice. However, a discrepancy was found between the learning steps applied in the classroom and the syntax outlined in the teaching module.
INTEGRASI TEKNOLOGI DALAM PEMBELAJARAN BAHASA ARAB DI INDONESIA : KAJIAN LITERATUR TENTANG PENGGUNAAN MEDIA UNTUK MAHARAH ISTIMA’ Abdurrahman; Azhar, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57394

Abstract

Technology integration in Arabic language learning has become an important approach to improving listening skills (maharah istima’) in the digital era. This study aims to analyze research trends on technology integration in maharah istima’ learning in Indonesia during 2020–2025. A qualitative descriptive literature review method was employed. Data were collected from scientific articles discussing technology use in listening instruction and analyzed based on publication trends, types of technology, and research methods. The findings reveal a steady increase in related publications over the observed period. The most frequently used technologies include audio-visual media, learning applications, digital platforms, podcasts, interactive multimedia, and Artificial Intelligence (AI). Audio-visual media and learning applications were the most dominant because they provide authentic, contextual, and engaging language input. The study concludes that technology plays a significant role in enhancing the effectiveness of maharah istima’ learning and creating more interactive learning experiences that meet the needs of students in the digital age.
Identifying Learning Methods of Arabic Reading Skills in Pesantren in Indonesia: Identifikasi Metode Pembelajaran Keterampilan Membaca Bahasa Arab di Pesantren di Indonesia Abdurrahman; Dhiauddin; Naser Ali Abdulghani
al Mahāra: Jurnal Pendidikan Bahasa Arab Vol. 11 No. 1 (2025)
Publisher : Jurusan Pendidikan Bahasa Arab UIN Sunan Kalijaga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/almahara.2025.0111-01

Abstract

Arabic, as the language of the Quran and Hadith, plays a central role in gaining a deep understanding of Islamic teachings. In the context of Islamic boarding schools (pesantren), the ability to read Kitab Kuning is a fundamental skill for students. This research aims to identify, compare, and conduct an in-depth analysis of various methods of teaching Kitab Kuning reading that have been implemented in various pesantren. Through a qualitative and bibliometric approach, this study examines seven learning methods most commonly found in the relevant literature. A comparative analysis is conducted to reveal the unique characteristics, advantages, and disadvantages of each method, both those rooted in classical traditions and those adopting modern approaches. The results of this study are expected to make a significant contribution to the development of curricula and the practice of Arabic reading instruction in pesantren. By understanding the strengths and challenges of each method, teachers and pesantren administrators can select and adapt the most suitable methods for the characteristics of students and learning objectives. Furthermore, this research is also expected to serve as a reference for further research in the field of Islamic education, especially related to Arabic language learning.  
PENGARUH TEKNIK COGNITIVE RESTRUCTURING TERHADAP KECANDUAN GAME ONLINE PADA SISWA KELAS XI Nadila Husni; I Made Gunawan; Abdurrahman Abdurrahman; Nuraeni Nuraeni
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.15309

Abstract

ABSTRACT Online game addiction has become a concern because excessive gaming can interfere with students’ learning concentration, academic responsibilities, time management, and social activities. Although previous studies have demonstrated the potential of cognitive-behavioral approaches in addressing excessive gaming behavior, empirical evidence regarding the application of Cognitive Restructuring through group counseling among eleventh-grade students at SMAN 1 Lingsar remains limited. This study is important because it provides an alternative guidance and counseling intervention focusing on changing maladaptive thought patterns that may maintain excessive gaming behavior. This study aimed to determine differences in online game addiction levels among eleventh-grade students at SMAN 1 Lingsar before and after receiving Cognitive Restructuring intervention through group counseling. A quantitative approach with a One Group Pre-test Post-test design was employed. The population consisted of 69 students, while the sample comprised 10 students categorized as having high online game addiction, selected using purposive sampling. Data were collected through questionnaires, with observation, interviews, and documentation as complementary methods, and analyzed using the Paired Sample t-Test. The results showed that the mean score decreased from 64.000 to 55.900, with a mean difference of 8.100 points. The statistical test yielded t = 6.096, df = 9, p < 0.001. Thus, Cognitive Restructuring through group counseling was associated with a significant reduction in online game addiction. ABSTRAK Kecanduan game online menjadi masalah karena penggunaan berlebihan dapat mengganggu konsentrasi belajar, tanggung jawab akademik, pengelolaan waktu, dan aktivitas sosial. Meskipun penelitian sebelumnya telah menunjukkan potensi pendekatan kognitif-perilaku dalam menangani perilaku bermain berlebihan, bukti empiris mengenai penerapan teknik Cognitive Restructuring melalui konseling kelompok pada siswa kelas XI di SMAN 1 Lingsar masih terbatas. Penelitian ini penting untuk menyediakan alternatif layanan bimbingan dan konseling yang berfokus pada perubahan pola pikir maladaptif yang dapat mempertahankan perilaku bermain berlebihan. Penelitian ini bertujuan untuk mengetahui perbedaan tingkat kecanduan game online siswa kelas XI di SMAN 1 Lingsar sebelum dan sesudah memperoleh intervensi Cognitive Restructuring melalui konseling kelompok. Penelitian menggunakan pendekatan kuantitatif dengan desain One Group Pre-test Post-test. Populasi penelitian berjumlah 69 siswa, sedangkan sampel terdiri atas 10 siswa berkategori kecanduan game online tinggi yang dipilih melalui purposive sampling. Data dikumpulkan menggunakan angket, dengan observasi, wawancara, dan dokumentasi sebagai metode pelengkap, kemudian dianalisis menggunakan Paired Sample t-Test. Hasil menunjukkan rata-rata skor menurun dari 64,000 menjadi 55,900 dengan selisih 8,100 poin. Uji statistik menunjukkan t = 6,096, df = 9, p < 0,001. Dengan demikian, Cognitive Restructuring melalui konseling kelompok diikuti penurunan kecanduan game online signifikan.