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PERAN AJARAN TASAWUF SEBAGAI PSIKOTERAPI MENGATASI KONFLIK BATIN Waslah Waslah
AT-TURATS Vol 11, No 2 (2017)
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan (FTIK) IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/at-turats.v11i2.893

Abstract

Amid the crises of life which is too materialistic, secular as well as a very hard life, economically and psychologically, Sufism provides the antidote spiritual, which gives resilience to the crisis of spirituality modern which has resulted in them no longer know who he is meaning and purpose of life on earth. The lack of clarity on the meaning and purpose of life, eventually resulted in a prolonged agony. The purpose of this study to determine the type - the type of inner conflict can be resolved with psychotherapy mysticism, Sufism as describe the role of psychotherapy in overcoming inner conflicts, and to describe the implementation of Sufism as psychotherapy in overcoming inner conflicts. This research includes the study of literature and when viewed in terms of closers including qualitative research because the data presented in the form of a statement-pernyataan.Untuk answer psychological problems, Sufism teaches about a happy life. Happy life should be alive and well both physically and mentally. Live happily with the inner conflict will never be obtained. This is because the happiness that is created will throw the whole mind - pikran inner nature
Pemanfaatan Jagung sebagai Potensi Ekonomi Lokal untuk Menguatkan Kemandirian Ekonomi Keluarga di Brodot Waslah Waslah; Lina Ainul Janah; Ninik Ismawati
Jumat Ekonomi: Jurnal Pengabdian Masyarakat Vol 1 No 1 (2020): Desember
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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Abstract

Pengembangan ekonomi lokal merupakan suatu proses yang mana peran dari pemerintah lokal dan organisasi masyarakat ikut terlibat guna merangsang, mendorong, dan memelihara aktivitas usaha untuk menciptakan sebuah lapangan pekerjaan. Pengembangan ekonomi lokal juga merupakan sebuah proses yang mengaitkan dengan perkembangan industri baru, pembentukan kelembagaan baru, serta pengembangan kapasitas pekerja menghasilkan produk yang lebih bermutu identifikasi pasar baru serta pendirian usaha-usaha baru. Sedangkan menurut Wold Bank pada tahun 2001 merupakan suatu proses yang para pelaku pembangunan, bekerja secara kolektif dengan mitra dari sektor publik, swasta dan non pemerintah, guna membuat kondisi lebih baik bagi pertumbuhan ekonomi dan kesempatan kerja.
Peningkatan Motivasi Belajar Siswa Kelas IV Melalui Metode Reward And Punishment Pada Mata Pelajaran Pendidikan Agama Islam Di SDN Tambakrejo Sri Wijayanti; Anggun Wulandari; Waslah Waslah
Jurnal Budi Pekerti Agama Islam Vol. 2 No. 2 (2024): April: Jurnal Budi Pekerti Agama Islam
Publisher : Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jbpai.v2i2.241

Abstract

Education can be said to be an advanced educational institution and get improvements in learning if what is done every day is to receive encouragement in the form of motivation from a teacher to all students. Success in forming a motivational drive for students' learning can be seen from the many changes in each student's daily behavioral activities in participating in learning. This research aims to determine the results of increasing learning motivation for class IV students through the reward and punishment method in Islamic religious education subjects at SDN Tambakrejo. The method used in this research is observational research with a qualitative data approach, the research used uses a process of data collection, observation, interviews. Needs analysis questionnaire, teaching, data collection, documentation. The number of class IV who chose the Agree (S) statement point option was 195, involving all class IV students as many as 35 students, but only 26 students were able to attend and fill out the questionnaire out of a total of 35. The conclusion from the results of this research is that students' learning motivation has increased since the introduction of a method that encourages their enthusiasm for the learning being delivered. This can be proven from the results of the motivation questionnaire which was filled out by each class IV student himself
Pengembangan Game Edukasi Berbasis Quiziz pada Mata Pelajaran Akidah Akhlak Kelas VII di Madrasah Tsanawiyah al-Asy’ariyah Banjarsari Nuun Syayidah Khasanah; Khoirun Nisa’; Waslah Waslah
YASIN Vol 6 No 2 (2026): APRIL
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i2.9547

Abstract

Meskipun penggunaan alat pembelajaran berbasis game digital telah menjadi perhatian dalam beberapa penelitian sebelumnya, kajian yang secara khusus membahas pengembangan game edukasi berbasis Quizizz untuk mata pelajaran Akidah Akhlak di tingkat Madrasah Tsanawiyah masih terbatas. Penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Quizizz pada mata pelajaran Akidah Akhlak kelas VII serta menganalisis efektivitas dan kelayakannya dalam meningkatkan pemahaman siswa. Studi ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), melibatkan 18 siswa kelas VII MTs Al-Asy'ariyah Banjarsari yang dipilih melalui teknik purposive sampling. Data dikumpulkan menggunakan angket validasi ahli (media dan materi) serta angket respons siswa, dan dianalisis dengan teknik persentase deskriptif. Hasil menunjukkan bahwa media yang dikembangkan memperoleh kualifikasi "sangat layak" dari ahli materi (rata-rata 95,5%) dan ahli media (rata-rata 82,5%), dengan skor respons siswa mencapai 91% dalam kategori "sangat baik". Temuan ini memberikan kontribusi terhadap pengembangan teori integrasi media digital interaktif dalam pendidikan agama Islam dan memperluas pemahaman tentang implementasi pembelajaran berbasis game di konteks Madrasah. Simpulan dari studi ini menekankan bahwa game edukasi berbasis Quizizz berperan penting dalam meningkatkan motivasi, keterlibatan, dan pemahaman siswa terhadap materi Akidah Akhlak, serta menyarankan guru dan sekolah untuk mengadopsi media interaktif ini guna menciptakan pengalaman belajar yang lebih menyenangkan dan efektif. Implikasi penelitian ini meliputi kontribusi teoritis dalam memperkaya literatur tentang inovasi pembelajaran digital dalam pendidikan Islam, serta implikasi praktis bagi pendidik Madrasah dan pengembang kurikulum. Studi ini juga membuka peluang eksplorasi lebih lanjut terhadap dampak jangka panjang Quizizz terhadap hasil belajar siswa serta penerapannya pada mata pelajaran atau jenjang pendidikan lainnya. Kata Kunci: Game Edukasi; Quizizz; Akidah Akhlak; Media Pembelajaran; Model ADDIE Although the use of digital game-based learning tools has received increasing attention in prior studies, research specifically addressing the development of a Quizizz-based educational game for the subject of Akidah Akhlak (Moral Theology) at the Madrasah Tsanawiyah level remains limited. This study aims to develop a Quizizz-based educational game for seventh-grade Akidah Akhlak students and to analyze its effectiveness and feasibility in improving student understanding. A Research and Development (R&D) method was employed using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), involving 18 seventh-grade students from MTs Al-Asy'ariyah Banjarsari selected through purposive sampling. Data were collected using expert validation questionnaires (for media and material) and student response questionnaires, and analyzed using descriptive percentage techniques. The findings indicate that the developed media achieved "very feasible" qualifications from material experts (average score 95.5%) and media experts (average score 82.5%), with student response scores reaching 91% in the "very good" category. These results contribute to the theoretical development of interactive digital media integration in Islamic religious education and expand the understanding of game-based learning implementation in Madrasah contexts. The study concludes that the Quizizz-based educational game plays a crucial role in increasing student motivation, engagement, and comprehension of Akidah Akhlak material, and recommends that teachers and schools adopt this interactive media to create more enjoyable and effective learning experiences. The implications of this research include theoretical contributions to the growing literature on digital learning innovation in Islamic education and practical recommendations for Madrasah educators and curriculum developers. Furthermore, this study highlights opportunities for future research on the long-term impact of Quizizz on student learning outcomes and its application to other subjects or educational levels.