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PENGUATAN KARAKTER RELIGIUS ANAK TAMAN PENDIDIKAN AL-QUR’AN AL HUDA CANGGAL MELALUI FILM ANIMASI NUSSA DAN RARA Yenny Aulia Rachman; Salamah Salamah; Agustina Putri Reistanti
Kreasi: Jurnal Pengabdian Masyarakat Vol 3 No 2 (2023): Kreasi: Jurnal Pengabdian Masyarakat
Publisher : Perkumpulan Pendidikan Islam Anak Usia Dini Wilayah Sumatera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51529/kjpm.v3i2.448

Abstract

The purpose of implementing community service activities is to depict the role of TPQ (Islamic Education Institution) in religious character education and the internalization of religious character education within TPQ. This service activity utilizes Participatory Action Research (PAR), an action research method resulting from planning, taking action, and evaluating the outcomes of those actions. Strengthening the religious character of students at TPQ AL HUDA is achieved through habituation. The activities begin with regular Quranic studies using the Yanbu'a method and the analysis of Islamic texts and supplications. Subsequently, at the end of the Quranic study session, the internalization of religious character strengthening is carried out through the habituation of learning religious character with the visualization of the "Nussa and Rara" film. Following this, the teachers reinforce religious character within TPQ and encourage the students to seek positive advice in their daily activities. This method effectively engages students in Quranic studies and indirectly instills the values portrayed in the film in the children's hearts.
Strategi Meningkatkan Kreativitas Anak Melalui Permainan Edukatif Berbahan Alam di RA Miftahul Falah Lilik Rahmawati; Yenny Aulia Rachman
Jurnal Ilmu Pendidikan dan Sains Islam Interdisipliner Vol. 1 No. 1 Agustus 2022: Jurnal Ilmu Pendidikan dan Sains Islam Interdisipliner
Publisher : Yayasan Azhar Amanaa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (310.04 KB) | DOI: 10.59944/jipsi.v1i1.13

Abstract

Penelitian ini bertujuan untuk meningkatkan kreativitas pada anak usia dini melalui permainan edukatif berbahan alam. Pendekatan yang digunakan adalah deskriptif kualitatif. Penelitian dilakukan di RA Miftahul Falah Gondosuli Kecamatan Bulu pada 3 guru. Metode pengumpulan data menggunaan observasi, wawancara dan dokumentasi. Teknik analisis kualitatif meliputi reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bentuk permainan edukatif berbahan alam di RA Miftahul Falah menggunakan kulit buah, tisu, pewarna makanan, tumbuhan dan daunan kering. Strategi meningkatkan kreativitas anak yaitu eksplorasi dengan membuat kelompok belajar, membiasakan mengenalkan bahan alam, menyediakan alat dan bahan yang memadai, memotivasi anak dalam berkreasi. Kelebihan penerapan permainan edukatif berbahan alam yaitu bahan alam yang mudah diperoleh, tersedia dengan murah meriah dan ketersediaan bahan alam beraneka ragam. Kekurangan dalam penerapan permainan edukatif berbahan alam ialah minimnya pengetahuan pendidik dalam penggunaan bahan alam. Kendala yang dihadapi guru dalam menerapkan permainan edukatif berbahan alam ialah kondisi lingkungan yang berubah-ubah.
Students’ Experiences Using The Educational Game “Lentera Waktu: Jejak Peradaban” As A Tool For Learning Islamic Cultural History (Ski) Yenny Aulia Rachman; Fani Nur Aini; Vina Khoirul Latifah; Muhammad Chasanun; Imam Ma’ruf Solihudin
Jurnal Ilmu Pendidikan dan Sains Islam Interdisipliner Vol. 5 No. 2 Mei 2026: Jurnal Ilmu Pendidikan dan Sains Islam Interdisipliner
Publisher : Yayasan Azhar Amanaa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59944/jipsi.v5i2.1285

Abstract

Abstract The teaching of Islamic Cultural History (ICH) is often perceived as less engaging due to its emphasis on factual and chronological content, highlighting the need for innovative instructional media to enhance student engagement. This study aimed to describe students' learning experiences using the *Lentera Waktu: Jejak Peradaban* educational game developed on the Educaplay platform and to explore their perceptions of its role in supporting their understanding of Islamic Cultural History. A descriptive qualitative approach was employed, involving fifth-grade students at MI Ma'arif Malebo as the research participants. Data were collected through classroom observations during the learning process and interviews with the homeroom teacher. The data were analyzed using the stages of data reduction, data display, and conclusion drawing. The findings revealed that the educational game created a more interactive, enjoyable, and engaging learning environment. Students demonstrated high enthusiasm, actively participated in classroom activities, and showed greater confidence in answering questions and presenting in front of their peers. All students successfully completed the game and answered all questions correctly, indicating that the learning material was effectively understood through the game-based approach. Furthermore, students expressed positive perceptions of the game, stating that it facilitated their understanding of the material, increased their learning motivation, strengthened knowledge retention, and made Islamic Cultural History lessons more enjoyable. Therefore, the *Lentera Waktu: Jejak Peradaban* educational game developed through Educaplay can serve as an effective alternative instructional medium for improving the quality of Islamic Cultural History learning in elementary schools. Keywords: educational game, Islamic Cultural History, Educaplay, learning experience, students' perceptions.