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Penerapan Metode Card Sort Pada Pembelajaran Fiqh Materi Sholat Fardhu Untuk Meningkatkan Motivasi Belajar Siswa Kelas II MI Miftahul Ulum Cempokolimo Niva Kurnia; Akhmad Fauzi
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 3 No. 1 (2020): Pendidikan Guru Madrasah Ibditaiyah
Publisher : Program Studi PGMI STAI Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v3i1.170

Abstract

This article aims to increase the motivation to learn Fiqh for class II Miftahul Ulumu Cempoko Limo, in learning Fiqh using the Card Sort method. this article is a Classroom Action Research. The subjects of this study were 20 grade II students of Miftahul Ulumu Cempoko Limo. The results of the article showed that there was an increase from cycle I to cycle II. The implementation of fiqh learning using the Card Sort method in order to increase students' learning motivation is carried out with the following learning steps: (1) Studying the concept of a subject matter, (2) Matching the material on paper A to paper B, (3) Discussing the results of compiling , and (4) Group presentation in front of the class. The average cycle motivation results increased, the average in the first cycle was 70 increased to 83 in the second cycle and the results of the learning motivation questionnaire in the first cycle was 66% with the category once enough to 86% with the very good category in the second cycle. So it can be concluded that the use of the Card Sort method can increase students' learning motivation.
Pengembangan Media Pembelajaran Interaktif Game PowerPoint Materi Siklus Makhluk Hidup Pada Siswa Kelas IV Sekolah Dasar Amirotush Sholihah; Akhmad Fauzi; Yhasinta Agustyarini
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 5 No. 2 (2022): Pendidikan Dasar Anak
Publisher : Program Studi PGMI STAI Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v5i2.367

Abstract

Technological developments also have an impact on the world of education. Teachers to be able to use technology to create learning that is fun, interactive and motivating. One of them is using a computer program, namely making interactive learning media for PowerPoint games. The purpose of this study is to determine the response of teachers and students as well as the effectiveness of interactive learning media PowerPoint game material cycle of living things in fourth grade students of SDI Asy-Syarif. This study uses Research and Development research using the ADDIE model, namely through the stages of analysis, design, development, implementation, and evaluation as research steps. Data collection is done by observation, interviews, expert validation, and questionnaires. The data analysis techniques used were validation sheet analysis, questionnaire analysis, and quantitative data analysis. The results of this study indicate how accurate material experts are 92%, media experts are 86%, and linguists are 97.7%. The validation results indicate that the PowerPoint game interactive learning media is very feasible to use. The results of student responses get a prize of 95.2% with a very good category while the results of the teacher's response get a prize of 82.5% with a good category to use. The quantitative data analysis shows an average of 60.60%. So it can be said that the PowerPoint interactive game learning media developed is very feasible, good for use and quite effective for improving student learning outcomes.
DIGITAL LITERACY PRACTICES OF ENGLISH TEACHER PROFESSIONAL EDUCATION PROGRAM (PPG) STUDENTS IN PREPARING ONLINE KNOWLEDGE TEST (UP) Lestari Budianto; Akhmad Fauzi; Muhammad Badrul Mutammam
PROJECT (Professional Journal of English Education) Vol 6, No 3 (2023): VOLUME 6 NUMBER 3, MAY 2023
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v6i3.p406-419

Abstract

Since the outbreak of the Covid-19, Teacher Professional Education Program (PPG) provided by the Indonesian government to improve the quality of Indonesian education became online. The students of PPG should pass the final exam namely Knowledge Test (UP) to get the certificate. There were two kinds of the online exam system (visiting campus and from home). This research investigates the PPG students’ digital literacy practices in preparing an online knowledge test (UP) both from campuses and homes as well. This research used mix method that the data gained from questionnaires, observation, semi-structured interviews, and documentation. The result of this research showed that the top digital tools used by the participants were laptop, WhatsApp, Google, Zoom, Google Meet, Brainly.com, YouTube, Offline dictionary, and Google drive. This research also revealed the challenges the participants had to deal with. Moreover, the participants applied strategies to overcome the challenges. This research was limited to the investigation of English students’ digital literacy practices of the Teacher Professional Education Program (PPG) in preparing online knowledge test (UP). It is suggested to investigate the participants’ perceptions towards the system of the test or students from different disciplines. Keywords:  Digital Literacy Practices; PPG; Online
PENGEMBANGAN LEMBAR KEGIATAN SISWA (LKS) BERBASIS GOOGLE FORM SISWA KELAS V MI AL-HUDA PADUSAN Moch. Amiruddin Maksum; Akhmad Fauzi
Aulada : Jurnal Pendidikan dan Perkembangan Anak Vol 3 No 1 (2021): Inovasi Pembelajaran & Pendidikan Anak
Publisher : Prodi. Pendidikan Islam Anak Usia Dini, Institut Pesantren KH. Abdul Chalim

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.578 KB) | DOI: 10.31538/aulada.v3i1.993

Abstract

Di zaman yang sudah serba digital ini, pembelajaran ditutut lebih praktis dan efektif. Sehingga dengan ini dibutuhkan pembaharuan dari salah satu perangkat pembelajaran yaitu LKS. LKS berbasis Google Form merupakan salah satu trobosan yang dapat menjawab problematika pembelajaran saat ini. Maka dengan ini dapat dirumuskan rumusan masalah 1) Bagaimana validitas LKS berbasis Google Form yang dikembangkan oleh peneliti, 2) Bagaimana respon siswa terhadap LKS berbasis Google Form yang dikembangkan oleh peneliti. Kemudian daripada itu sehingga penelitian ini memiliki tujuan 1) Mengetahui bagaimana validitas LKS berbasis Google Form yang dikembangkan oleh peneliti, 2) Mengetahui bagaimana respon siswa terhadap Lembar Kegiatan Siswa (LKS) Berbasis Google Form yang dikembangkan oleh peneliti. Metode yang digunakan di dalam penelitian dan pengembangan ini adalah Research and Development (R&D) dengan menggunakan model ADDIE dalam langkah-langkah penelitiannya. Subjek pada penelitian ini merupakan siswa kelas V di MI Al-Huda Padusan. Hasil penelitian menunjukkan bahwa (1) Lembar Kegiatan Siswa berbasis Google Form ini mendapatkan kategori Sangat Valid yang didapatkan dari hasil penilaian dari pakar materi dengan presentase 82%, dari pakar media dengan presentase 72%, dan penilaian guru kelas yaitu dengan presentase 76%. (2) Respon siswa mendapatkan kategori baik yang mana dilihat dari hasil uji coba produk mendapatkan presentase 89% dan mendapatkan kategori baik pada uji coba pemakaian dengan mendapatkan 81%.
Pengaruh Strategi Pembelajaran Teka-Teki Silang Terhadap Hasil Belajar Peserta Didik Madrasah Ibtidaiyah Akhmad Fauzi; Masrurotul Maghfiroh; Muhammad Husnur Rofiq
Ngaos: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Pendidikan dan Pembelajaran
Publisher : Perkumpulan Dosen Tarbiyah Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59373/ngaos.v1i1.5

Abstract

Teaching using learning strategies is very necessary for improving student learning outcomes during the learning process. Educators must choose strategies that can attract the interest of students so that they are not boring and monotonous and so that students will be more active in the learning process. One of them is the crossword puzzle learning strategy, students can play without losing the essence of learning, more enthusiastic, enthusiastic in following learning. This study aims to determine the implementation and influence of crossword Puzzle learning strategies on the learning outcomes of grade III students in theme 6 subtheme 1 at MI Islamiyah Sidoarjo. This type of research is quantitative Quasi Experiment using Non-equivalent control group design.  With a class III research sample of 70 students. Descriptive analysis on the experimental class post-test data was  81.56 while the control class was 72.15, the average score of students in the class was better than in the control class Similarly, the independent sample t-test obtained sig scores. (2-tailed) 0.007 < 0.05 so it can be concluded that there is a difference in the average learning outcomes of students between the experimental class and the control class.
Penerapan Metode Card Sort Pada Pembelajaran Fiqh Materi Sholat Fardhu Untuk Meningkatkan Motivasi Belajar Siswa Kelas II MI Miftahul Ulum Cempokolimo Muhammad Husnur Rofiq; Niva Kurnia; Akhmad Fauzi
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 3 No. 1 (2020): Pendidikan Guru Madrasah Ibditaiyah
Publisher : Program Studi PGMI STAI Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v3i1.170

Abstract

This article aims to increase the motivation to learn Fiqh for class II Miftahul Ulumu Cempoko Limo, in learning Fiqh using the Card Sort method. this article is a Classroom Action Research. The subjects of this study were 20 grade II students of Miftahul Ulumu Cempoko Limo. The results of the article showed that there was an increase from cycle I to cycle II. The implementation of fiqh learning using the Card Sort method in order to increase students' learning motivation is carried out with the following learning steps: (1) Studying the concept of a subject matter, (2) Matching the material on paper A to paper B, (3) Discussing the results of compiling , and (4) Group presentation in front of the class. The average cycle motivation results increased, the average in the first cycle was 70 increased to 83 in the second cycle and the results of the learning motivation questionnaire in the first cycle was 66% with the category once enough to 86% with the very good category in the second cycle. So it can be concluded that the use of the Card Sort method can increase students' learning motivation.
Pengembangan Media Pembelajaran Interaktif Game PowerPoint Materi Siklus Makhluk Hidup Pada Siswa Kelas IV Sekolah Dasar Amirotush Sholihah; Akhmad Fauzi; Yhasinta Agustyarini
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 5 No. 2 (2022): Pendidikan Dasar Anak
Publisher : Program Studi PGMI STAI Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v5i2.367

Abstract

Technological developments also have an impact on the world of education. Teachers to be able to use technology to create learning that is fun, interactive and motivating. One of them is using a computer program, namely making interactive learning media for PowerPoint games. The purpose of this study is to determine the response of teachers and students as well as the effectiveness of interactive learning media PowerPoint game material cycle of living things in fourth grade students of SDI Asy-Syarif. This study uses Research and Development research using the ADDIE model, namely through the stages of analysis, design, development, implementation, and evaluation as research steps. Data collection is done by observation, interviews, expert validation, and questionnaires. The data analysis techniques used were validation sheet analysis, questionnaire analysis, and quantitative data analysis. The results of this study indicate how accurate material experts are 92%, media experts are 86%, and linguists are 97.7%. The validation results indicate that the PowerPoint game interactive learning media is very feasible to use. The results of student responses get a prize of 95.2% with a very good category while the results of the teacher's response get a prize of 82.5% with a good category to use. The quantitative data analysis shows an average of 60.60%. So it can be said that the PowerPoint interactive game learning media developed is very feasible, good for use and quite effective for improving student learning outcomes.
EDUKASI PENGELOLAAN SAMPAH DI SEKITAR SUNGAI DESA MOJOSARIREJO: EDUKASI PENGOLAHAN, KEBIJAKAN, ORGANISASI DAN INFRASTRUKTUR Rachmania Widya Ningrum; Yhasinta Agustyarini; Akhmad Fauzi; Agung Purwono; Nurul Azizah Ria Kusrini
ABDINA: Jurnal Sosial dan Pengabdian kepada Masyarakat Vol 2, No 2 (2023)
Publisher : Universitas Al-Amien Prenduan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28944/abdina.v2i2.1697

Abstract

The river problem faced by Mojosarirejo village, specifically in Pudo, is a problem for the last five years that has not been resolved properly. Rivers with lots of rubbish disrupt the irrigation process of rice fields. So it is necessary to carry out various analyzes to solve this problem. The method used is PAR, which includes several tools that are the focus of the discussion in this article, namely mapping, transectural, ranking, historical tracing, trend and change, and program strategy analysis. This Community service aims to facilitate community problems (in managing waste around rivers) which are obtained from the community and resolved by the community. With several analyzes and PAR methods used, program results were obtained consisting of four elements. First, there is cleaning of the river environment and education about waste management. Second, the existence of institutions or organizations and policies in waste management. Third, there is infrastructure such as trash cans as TPS. Fourth, there is literacy insight for the public regarding waste decomposition in the form of educational boards. The suggestion in this research is that the community can carry out the four programs initiated and have larger land as a landfill.