Nazri Adlani
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PEMBELAJARAN VIA WHATSAPP (WA) ALTERNATIF MENGATASI PROBLEMIK PEMBELAJARAN DALAM SITUASI PENDEMI COVID 19 DI KELAS PGMI SEMESTER 4 Nazri Adlani; Maria Hanifah
AT-THULLAB : Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol 4, No 2 (2020): At-Thullab : Jurnal Pendidikan Guru Madrasah Ibtidaiyah
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/atl.v4i2.215

Abstract

This study discusses about whatsapp (WA) alternatives media to overcome learning problems in COVID 19 situation. The research was implemented at IAIN Takengon Semester IVth PGMI Class. This research is motivated by learning that stopped due to the COVID 19 epidemic, understanding of technological advances that are still limited in remote areas of the Indonesian homeland, whatsapp as a medium used by the public, in general, has spread throughout the groundbreaking homeland. The research method used was a descriptive qualitative method with a triangulation of research instruments. The results obtained were divided into three sub-topics. (1) The steps of the learning process using the WA feature are the same as learning in class face to face, namely greetings, delivery of learning objectives, delivery of motivation, opening with an attendance, applying learning methods, and closing by praying and giving assignments or further material. (2) WA features that can be used in learning and its use processes are short messages, videos, pictures, file documents, and voice messages. (3) Evaluation of learning that can be done using WA media, namely Question and Answer, working on the pretest/posttest with the specified time, then sending the results of the work through the personal WA, Presentation, and Discussion; Paper Making; Electronic Book Analysis Making. 
Online Games between Risk and Potential: A Study of Learning Motivation and Digital Science Literacy Maria Hanifah; Nazri Adlani
ARZUSIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/arzusin.v6i3.9823

Abstract

The phenomenon of online gaming addiction among sixth-grade students at MIN 1 Aceh Tengah has become an important issue because it is related to students’ learning motivation and digital science literacy. The tendency to play online games is considered to affect enthusiasm, focus, and learning habits, which are influenced by both internal and external factors. This study aimed to analyze the impact of online gaming addiction on students’ learning motivation and digital science literacy, as well as to identify internal and external factors that influence the relationship between online gaming activities and learning motivation. This study used a descriptive qualitative approach with research subjects consisting of teachers and sixth-grade students. Data were collected through observation, interviews, and documentation, and were then analyzed through the stages of data reduction, data presentation, and conclusion drawing. The results showed that online gaming addiction affected students’ learning motivation in various ways. Students who played without self-control and received limited parental supervision experienced a decline in concentration and learning enthusiasm, whereas students who were able to manage their time and received parental support showed increased motivation, perseverance, and critical thinking skills. The development of digital science literacy was evident in the use of gadgets to search for science materials through Google, watch learning content through YouTube, and ask for answers to science questions through the Gemini application. Internal factors influencing this relationship included self-control, interest, and learning habits, whereas external factors included parental supervision, peer environment, and digital facilities. The conclusion of this study confirms that balanced management of online gaming activities, accompanied by self-control and parental supervision, plays an important role in maintaining learning motivation and supporting the development of students’ digital science literacy.