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PENGARUH MODEL PEMBELAJARAN KOOPERATIF MENGGUNAKAN TIPE TGT (TEAM GAMES TOURNAMENT) TERHADAP HASIL BELAJAR PADA MATA PELAJARAN IPA DI MI AL-HIDAYAH TANGERANG SELATAN Murtiningsih, Siti; Anggraini, Selvi Septiana; Amalia, Dina
Tarbawi: Jurnal Pendidikan dan Pemikiran Islam Vol 7 No 1 (2024): Tarbawi
Publisher : STAI BINAMADANI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51476/tarbawi.v7i1.600

Abstract

Fokus masalah dalam penelitian ini yaitu pengaruh model pembelajaran kooperatif tipe Team Game Tournament (TGT) terhadap hasil belajar IPA yang belum tuntas. Penelitian ini bertujuan untuk mengetahui apakah terdapat pengaruh model pembelajaran kooperatif tipe Team Game Tournament (TGT) terhadap hasil belajar IPA di MI Al-Hidayah Tangerang Selatan. Berdasarkan analisis data yang telah diuraikan di atas dapat disimpulkan bahwa terdapat perbedaan terhadap hasil belajar siswa yang menggunakan model pembelajaran kooperatif tipe Team Game Tournament (TGT). Ini dibenarkan dengan perolehan hasil yang didapat nilai thitung > ttabel (4.774 > 0.279) demikian juga dengan nilai sig < α ( 0,000 < 0,05). Hasil tersebut menunjukan terbuktinya hipotesis, yaitu terdapat pengaruh terhadap hasil belajar belajar siswa yang menggunakan model pembelajaran kooperatif tipe Team Game Tournament (TGT) dengan yang tidak menggunakan model pembelajaran kooperatif tipe Team Game Tournament (TGT) pada siswa kelas V MI Al-Hidayah Tangerang Selatan.
PERAN ARTIFICIAL INTELLIGENCE (AI) DALAM MENINGKATKAN KOLABORASI ANTAR SISWA DALAM PEMBELAJARAN PENDIDIKAN AGAMA ISLAM (PAI) Latif, Abdul; Murtiningsih, Siti
Tarbawi: Jurnal Pendidikan dan Pemikiran Islam Vol 9 No 1 (2026): Tarbawi
Publisher : Institut Binamadani Indonesia

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Abstract

The development of Artificial Intelligence (AI) has had a broad impact on the world of education, including in the teaching of Islamic Religious Education (PAI). This article aims to analyze the role of AI in enhancing collaboration between students and its implications for pedagogical transformation in Islamic educational environments. This research uses a qualitative approach with a literature review method. Primary data sources were obtained from books, scientific journal articles, conference proceedings, and documents that directly discuss the integration of Artificial Intelligence (AI) in the learning process, particularly in the context of collaboration and religious education. Meanwhile, secondary data sources were obtained from various literature on technology ethics, as well as digital education policies relevant to the research theme. The collected data were analyzed using content analysis, through three main stages: data reduction, theme categorization, and interpretation of meaning. The results show that the application of AI in PAI can strengthen collaborative learning through project-based learning models, AI-supported discussion forums, AI-based peer review systems, and AI-assisted simulation and gamification. Through AI technology, students are able to access broader Islamic resources, develop critical thinking skills, and foster a collaborative attitude in understanding Islamic values ​​contextually. However, this study also identified ethical and structural challenges such as algorithmic bias, data privacy violations, and the digital access gap, which have the potential to hinder the equitable distribution of Islamic education. The implications of this research emphasize the importance of digital literacy for Islamic Religious Education teachers, ethical regulation of technology in Islamic educational institutions, and strengthening the role of AI as a learning tool that is not only innovative but also oriented towards religious and collaborative character development in the digital era.
PENGARUH MEDIA PEMBELAJARAN MAGIC BOX TERHADAP HASIL BELAJAR SISWA MATA PELAJARAN MATEMATIKA DI MI AL-IKHLAS KOTA TANGERANG Murtiningsih, Siti; Rahmah, Utia Auliya
Dirasah: Jurnal Pemikiran dan Pendidikan Dasar Islam Vol 9 No 1 (2026): Dirasah: Jurnal Pemikiran dan Pendidikan Dasar Islam
Publisher : Institut Binamadani Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51476/dirasah.v9i1.856

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media Magic Box terhadap hasil belajar Matematika peserta didik kelas IV di MI Al-Ikhlas Cipondoh, Kota Tangerang. Latar belakang penelitian ini didasarkan pada permasalahan rendahnya pemahaman siswa terhadap mata pelajaran Matematika yang kerap dianggap sulit, terlebih apabila pembelajaran berlangsung secara monoton dan kurang menarik. Penelitian ini menggunakan pendekatan kuantitatif dengan desain Quasi Eksperimen yang melibatkan dua kelompok, yaitu kelompok eksperimen yang memperoleh perlakuan berupa penggunaan media Magic Box dan kelompok kontrol yang tidak memperoleh perlakuan. Instrumen penelitian berupa tes hasil belajar, sedangkan analisis data dilakukan dengan menggunakan uji-t melalui program SPSS for Windows 22. Hasil penelitian menunjukkan bahwa terdapat pengaruh signifikan penggunaan media Magic Box terhadap hasil belajar siswa. Hal ini dibuktikan dengan perolehan nilai thitung lebih besar daripada ttabel (6,433 > 0,304) serta nilai signifikansi lebih kecil dari α (0,000 < 0,05), sehingga hipotesis alternatif (Ha) diterima dan hipotesis nol (Ho) ditolak. Dengan demikian, dapat disimpulkan bahwa media Magic Box efektif dan berkontribusi positif dalam meningkatkan hasil belajar Matematika siswa sekolah dasar.
BERMAIN MENCARI IDE: Desain dan Implementasi Permainan dalam Pengembangan Ide Produk Wisata di Desa Wisata Tegal Loegood, Kabupaten Sleman, Provinsi Daerah Istimewa Yogyakarta Hartono, Yudo; Baiquni, Muhammad; Murtiningsih, Siti; Maryono, Agus
Jurnal Pariwisata Indonesia Vol 22 No 1 (2026): JURNAL PARIWISATA INDONESIA
Publisher : Sekolah Tinggi Pariwisata Sahid Surakarta

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Abstract

This study examines how games can assist tourism village organizers in developing ideas for tourism products and explores their experiences using games to promote innovation within their villages. Data collection was conducted through role-play interactions between the tourism village management community and the villagers of Sukorejo Village, also known as Tegal Loegood Tourism Village. The study revealed that implementing the Mechanics, Dynamics & Aesthetics (MDA) framework through games can support tourism village organizers in generating new tourism product ideas for their villages. This approach also encourages an open, relaxed, and participatory environment, promoting active engagement. However, some implementation challenges are technical, such as managing time and inserting tourism themes from the community into game modification. The research recommends utilizing games to drive innovation in villages, to strengthen engagement among tourism village organizers during decision-making, and to cultivate a sense of equality and freedom of expression across generations. Keywords games, tourism product, tourism village organizer, decision making
Games in Tourism Research: Knowledge Structure Mapping and Uncharted Business Perspectives Hartono, Yudho; Baiquni, Muhammad; Murtiningsih, Siti; Maryono, Agus
Indonesian Business Review Vol 9 No 1 (2026): Indonesian Business Review
Publisher : Universitas Prasetiya Mulya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21632/ibr.9.1.on Process

Abstract

In the context of the tourism and hospitality sector, games can enhance experiences and engagement for tourists, contributing to the sustainability of destination. Conversely, the development of digitalization is perceived as accelerating transformations in games designed to address issues ranging from micro to more multifaceted levels. This paper employs bibliometric analysis to investigate the evolution of games in the tourism sector from 2015 to 2025, comparing growth and citation impact. It identifies emerging research topics through cluster and factorial analysis, revealing thematic clusters and conceptual shifts over the past decade by utilising keyword queries in the Scopus database. The investigation utilised VOSviewer and RStudio (Bibliometrix) to examine publications from 2015 to 2025, including countries, funding institutions, authors, and keywords within the specified domain. The study explains the role of funded organizations in facilitating research production, revealing that European countries continue to dominate both paper production and citations. China has the third rank among Asian countries. The study highlights the significance of games in enhancing capacity building and opportunities within the field of tourism. The findings provide a framework for understanding how games could achieve a strategic position not just in micro-scale simulations but also in addressing sustainable challenges within the tourism sector.
Between Educational Freedom and Technocratic Trap: The Philosophical Implications of the Merdeka Belajar Policy in Indonesia Yuliantoro, Moch Najib; Murtiningsih, Siti; Budiani Trisakti, Sonjoruri
Jurnal Kawistara Vol 16, No 1 (2026)
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/kawistara.117800

Abstract

This article examines the Merdeka Belajar policy as a value-laden practice within Indonesia’s education reform, emphasizing its philosophical and cultural implications for primary and secondary education. Rather than treating the policy as a technical innovation, this study explores the underlying values, assumptions, and normative tensions that shape its orientation. The study employs a qualitative approach through conceptual and philosophical analysis based on policy documents, educational philosophy, and contemporary social theory. The analysis focuses on how the policy frames educational freedom, pedagogical autonomy, and the relationship between education and culture. The findings indicate that Merdeka Belajar holds emancipatory potential in promoting pedagogical autonomy, contextual learning, and student-centered education. However, it also reveals tensions between educational freedom and technocratic tendencies, which may reduce education to an instrumental function. This study highlights that Merdeka Belajar should be understood as a cultural project that integrates pedagogical flexibility with ethical and cultural orientation, contributing to social cohesion and community well-being.