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Technology Acceptance Model (TAM) pada Pembelajaran Online Mahasiswa PPG di Perguruan Tinggi Keagamaan Islam Negeri Hariman Surya Siregar; Dadan F Ramdhan; Supiana Supiana; Hamdan Sugilar
Edukasi Islami: Jurnal Pendidikan Islam Vol. 11 No. 01 (2022): Edukasi Islami: Jurnal Pendidikan Islam
Publisher : Sekolah Tinggi Agama Islam Al Hidayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30868/ei.v11i01.2174

Abstract

Tujuan penelitian ini untuk mengetahui Technology acceptance model (TAM) pada pembelajaran online mahasiswa PPG di PTKIN. Parameter TAM yang digunakan terdiri dari percieved ease of use dan percieved usefulness sebagai variable bebas dan behavioral intention of use dan actual system use sebagai variabel terikat. Metode penelitian ini adalah deskriptif kualitatif dan kuantitatif untuk mengukur pengaruh percieved ease of use dan percieved usefulness terhadap dan behavioral intention of use dan actual system use dengan menggunakan instrumen observasi, wawancara, dan kuisioner Subjek penelitian ini adalah mahasiswa PPG PAI Perguruan Tinggi Keagamaan Islam Negeri (PTKIN), teknik pengambilan sampel melalui purposive sampling dengan memilih tiga PTKIN UIN Mataram Nusa Tenggara Barat, UIN Sunan Gunung Djati Bandung, dan UIN Ar-Raniry Banda Aceh. Hasil penelitian sebagai berikut: terdapat pengaruh yang signifikan percieved ease of use terhadap behavioral intention of use dan actual system use. Ada pengaruh yang signifikan percieved usefulness terhadap actual system use. Hampir seluruhnya menyatakan bahwa aplikasi Sistem Pembelajaran Agama Cara Elektronik (SPACE) semua menu/ fitur/ fungsi yang disediakan aplikasi SPACE sudah lengkap dan memenuhi kebutuhan proses pembelajaran, bermanfaat untuk membantu peningkatan kompetensi guru selama PPG Daring, mahasiswa tetap menggunakan aplikas SPACE PPG daring online
Efforts to Improve Short Surah Memorization Skills in Early Childhood through Project Based Learning Model Lubna, Lubna; Ramdhan, Dadan F.
Al-Aulad: Journal of Islamic Primary Education 2023: Al-Aulad: Journal of Islamic Primary Education (Special Issue)
Publisher : Jurusan Pendidikan Guru Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/al-aulad.v6i3.4652

Abstract

The study aimed to enhance short surah memorization skills in early childhood through the Project Based Learning (PBL) model. Classroom Action Research was employed as the research method. Findings demonstrate that the PBL model effectively improves the memorization abilities of short surahs in early childhood. This improvement was evident from the initial assessment before intervention and continued throughout the cycles, with a notable increase in cycle II. Implementation involved steps such as listening to recitations, displaying and reading colorful verse segments, repetition by children, group arrangement of verses, and presentations. Analysis revealed significant development in memorization skills from 6.25% in cycle I to 62.25% in cycle II, indicating the efficacy of the PBL method in supporting memory retention and enhancing short surah memorization among young children.
Penerapan Metode Total Physical Response Untuk Meningkatkan Keterampilan Berbicara Bahasa Arab di Madrasah Ibtidaiyah Siffa Lutfatul Qolbi; Dadan F Ramdhan; Muhammad Sofyan
Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Amin Vol. 4 No. 2 (2025): October
Publisher : STAI AL-AMIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54723/ejpgmi.v4i2.435

Abstract

This study was motivated by the low Arabic speaking skills of Madrasah Ibtidaiyah students due to the use of monotonous teaching methods, which made students less active, hesitant, and lacking confidence in speaking. Therefore, this research aimed to improve students’ Arabic speaking skills through the implementation of the Total Physical Response (TPR) method. The study employed Classroom Action Research (CAR) conducted in two cycles, with data collected through oral performance tests to assess speaking skills, as well as observation and documentation to evaluate teacher and student activities. The results indicated significant improvement in students’ speaking skills across cycles. The average score in the pre-cycle was 54.09 with 31.82% mastery, increasing to 66.14 with 54.54% mastery in cycle I, and reaching 72.05 with 81.82% mastery in cycle II. The findings also showed that the TPR method enhanced students’ confidence, activeness, and ability to imitate vocabulary and sentence patterns with clearer pronunciation. In conclusion, the TPR method is effective in improving Arabic speaking skills among fifth-grade students at MIS Borosole.
Development of Math Fun: An Android-Based learning Media Assisted by iSpring for Elementary Mathematics Faturohmah, Rodiah; Pratiwi, Inne Marthyane; Carlian, Yayan; Ramdhan, Dadan F.; Mangkuwibawa, Hilman
Al Ibtida: Jurnal Pendidikan Guru MI Vol 12, No 2 (2025): October 2025
Publisher : UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/al.ibtida.snj.v12i2.20743

Abstract

AbstractThe limited availability of mathematics learning media and the growing tendency of students to prefer smartphones over textbooks, presents challenges to the elementary learning process. Furthermore, advances in digital technology also offer opportunities to develop more engaging and interactive instructional media. Therefore, this research sought to design and evaluate a learning application, Math Fun, focused on the topic of two-dimensional (2-D) shapes for fourth-grade elementary students, as well as to assess its feasibility and user responses. The research employed a Research and Development (R&D) approach following the ADDIE instructional design model. Data were collected through observation, interviews, validation questionnaires, user response questionnaires, and a post-learning test. Validation results demonstrated a high level of feasibility, with scores of 89.58% from the material expert, 91.67% from the media expert, and 90% from the IT expert, each categorized as feasible. A limited trial involving 22 fourth-grade students from an elementary school in Garut Regency, West Java yielded a student response rate of 91.43% (excellent) and an average post-test score of 77.14, indicating that the learning objectives were successfully achieved. The findings confirm that Math Fun is a feasible and effective Android-based interactive learning medium for teaching 2-D shapes to fourth-grade elementary students.Keywords: android, mathematics learning media, math fun. AbstrakKeterbatasan ketersediaan media pembelajaran matematika dan meningkatnya kecenderungan siswa yang lebih memilih smartphone daripada buku teks, menghadirkan tantangan bagi proses pembelajaran di sekolah dasar. Di samping itu, kemajuan teknologi digital juga menawarkan peluang untuk mengembangkan media pembelajaran yang lebih menarik dan interaktif. Oleh karena itu, penelitian ini berupaya merancang dan mengevaluasi aplikasi pembelajaran, Math Fun, yang berfokus pada topik bentuk dua dimensi (2-D) untuk siswa sekolah dasar kelas empat, serta menilai kelayakannya dan respons pengguna. Penelitian ini menggunakan pendekatan Penelitian dan Pengembangan (R&D) mengikuti model desain instruksional ADDIE. Data dikumpulkan melalui observasi, wawancara, kuesioner validasi, kuesioner respons pengguna, dan tes pasca-pembelajaran. Hasil validasi menunjukkan tingkat kelayakan yang tinggi, dengan skor 89,58% dari ahli materi, 91,67% dari ahli media, dan 90% dari ahli TI, yang masing-masing dikategorikan layak. Uji coba terbatas yang melibatkan 22 siswa kelas empat SD di Kabupaten Garut, Jawa Barat menghasilkan tingkat respons siswa sebesar 91,43% (sangat baik) dan skor rata-rata postes sebesar 77,14, yang menunjukkan bahwa tujuan pembelajaran telah tercapai. Temuan ini menegaskan bahwa Math Fun merupakan media pembelajaran interaktif berbasis Android yang layak dan efektif untuk mengajarkan bangun ruang dua dimensi kepada siswa SD kelas empat.Kata kunci: android, media pembelajaran matematika, math fun.