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Pemanfaatan Flipbook Interaktif sebagai Inovasi Pembelajaran Digital dalam Meningkatkan Motivasi dan Partisipasi Belajar Siswa Muhammad Kholil; Muhammad Su'aidi Ali; Mohammad Hamdan
Transformative Service Journal Vol 1 No 3 (2025): Desember
Publisher : Yayasan Literasi Altruis Khatulistiwa

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This community service activity aimed to utilize interactive flipbooks as a digital learning innovation to enhance students’ learning motivation and participation. The activity was conducted at MI Syafi’iyah NU Tarokan Banyuanyar Probolinggo, involving teachers and students through a Participatory Action Research (PAR) approach, which included the stages of planning, implementation, observation, and reflection. Data were collected using pre-test and post-test instruments to measure changes in students’ motivation and participation before and after the implementation of interactive flipbooks. The results showed a significant improvement in students’ learning motivation and participation, as indicated by an increase in motivation scores from 62% to 90% and participation scores from 55% to 90%. These findings demonstrate that interactive flipbooks contribute positively to creating a more engaging, participatory, and student-centered learning environment. Therefore, interactive flipbooks can be recommended as an effective and sustainable digital learning innovation to improve the quality of classroom learning
TANTANGAN PENEGAKAN HUKUM TPPU DALAM KASUS KORUPSI MELALUI ASET KRIPTO DI INDONESIA Muhammad Kholil; Muhammad Nurcholis Alhadi
Journal of Golden Generation Legal Science Vol. 2 No. 1 (2026): Januari 2026 : Journal of Golden Generation Legal Science
Publisher : PT. Lembaga Penerbit Penelitian Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65244/jggls.v2i1.174

Abstract

Perkembangan aset kripto berbasis teknologi blockchain telah mengubah lanskap kejahatan ekonomi, termasuk tindak pidana pencucian uang (TPPU) yang berasal dari korupsi. Karakteristik aset kripto yang pseudonim, terdesentralisasi, dan lintas yurisdiksi menimbulkan tantangan serius bagi efektivitas rezim anti-pencucian uang di Indonesia. Urgensi penelitian ini terletak pada kebutuhan untuk menilai sejauh mana konstruksi hukum TPPU mampu menjangkau aset kripto serta mengidentifikasi hambatan normatif dan praktis dalam penegakan hukumnya. Penelitian ini bertujuan menganalisis konstruksi hukum TPPU terhadap aset kripto dalam perkara korupsi dan mengkaji tantangan penegakan hukum yang dihadapi aparat penegak hukum di era ekonomi digital. Metode penelitian yang digunakan adalah yuridis normatif dengan pendekatan perundang-undangan, konseptual, dan kasus, yang didukung oleh analisis terhadap bahan hukum primer dan sekunder. Hasil pembahasan menunjukkan bahwa secara normatif aset kripto dapat dikualifikasikan sebagai objek TPPU berdasarkan formulasi terbuka mengenai harta kekayaan dalam Undang-Undang Nomor 8 Tahun 2010. Namun, dualisme pengaturan aset kripto, keterbatasan pengaturan teknis pembuktian dan perampasan aset digital, serta rendahnya kapasitas forensik blockchain dan kerja sama lintas negara menjadi hambatan utama penegakan hukum. Penelitian ini menegaskan pentingnya harmonisasi regulasi, penguatan model pengawasan berbasis risiko, serta peningkatan kapasitas institusional agar rezim TPPU mampu berfungsi secara efektif dalam pemberantasan korupsi berbasis pemulihan aset di era transformasi teknologi finansial.
PENERAPAN APLIKASI MOBILE BERBASIS GAME EDUKASI UNTUK PEMBELAJARAN TAJWID INTERAKTIF PADA SISWA MADRASAH IBTIDAIYAH Mahgfirotin; Muhammad Kholil
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.v11i02.44387

Abstract

This study aims to describe the implementation of technology-based Tajweed educational game applications in learning the Qur'an Hadith in grade IV of Madrasah Ibtidaiyah Darussalam. This study also examines students' learning experiences, teachers' perspectives, and factors that support or inhibit their use. This study uses a descriptive qualitative approach with a case study design. Data collection methods include observation, interviews, questionnaires, and documentation. The collected data is then analyzed using the Miles and Huberman model, which includes data reduction, data presentation, and conclusion drawn. The results of the study show that the application can create a more interactive and student-focused Tajweed learning process with material features, audio pronunciation features, and interactive quizzes. This application has also been proven to increase motivation, participation, independence, and increase students' confidence in reading the Qur'an correctly according to the rules of tajweed. Teachers gave positive responses to the use of the application. As a learning support tool in the digital era, the use of this application is supported by student enthusiasm, attractive audio-visual displays, and guidance from teachers. However, some challenges still remain, such as limited devices, limited internet access, limited study time, and potential obstacles due to smartphone use.