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Development of Technology-Based Teaching Materials in Islamic Religious Education Subjects Suharsiwi, Suharsiwi; Shofiyah, Siti; Nurmulia, Fatma; Setiyanti, Anis; Rutska, Rutska; Santiago, Paulo Vitor da Silva
Jurnal al-Thullab Vol 9 No 1 (2024): Atthulab: Islamic Religion Teaching and Learning Journal
Publisher : Laboratory of Islamic Religious Education Faculty of Tarbiyah and Teacher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/ath.v9i1.30515

Abstract

This study is motivated by the limited use of interactive and technology-based teaching materials in Islamic Religious Education (PAI), which often relies on conventional lecture methods and results in low student engagement and motivation. The objective of this research is to develop and evaluate the feasibility of technology-based teaching materials in the form of an interactive e-module for junior high school students. The study employs a Research and Development (R&D) method using the Four-D model, consisting of the Define, Design, and Develop stages. Data were collected through expert validation involving lecturers and teachers, as well as student response questionnaires using a Likert scale. The results show that the developed teaching materials are highly feasible, with an average score of 4.65 from both media and material experts, categorized as very appropriate. Student responses also indicate positive perceptions, with an average score of 4.25, reflecting high acceptance and usability. The integration of multimedia elements, such as text, images, videos, and interactive features, enhances student engagement and understanding. This study contributes to the development of innovative, flexible, and student-centered learning resources, supporting independent learning and improving the overall quality of Islamic Religious Education in the digital era.
Statblithz Game Media Development to Train Students' Mathematical Problem-Solving Skills Afifah, Ani; Wulandari, Alya; Darmayanti, Rani; Santiago, Paulo Vitor da Silva; Karim, Samuel
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 10, No 1 (2026): January
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v10i1.35179

Abstract

Mathematical problem-solving skills are essential for students to succeed in the 21st century, yet many struggle to apply mathematical concepts in real-life situations. This research addresses the need for innovative learning media by developing Statblithz Game, an educational game designed to train and enhance students’ mathematical problem-solving abilities. The study employed a Research and Development approach using the ADDIE model, involving stages of analysis, design, development, implementation, and evaluation. Participants included middle school students who engaged with the prototype and provided feedback through questionnaires, expert validations, and pre- and post-tests measuring problem-solving performance. The results indicated that Statblithz Game is highly feasible, with expert validation scores averaging 89%. Moreover, students’ problem-solving test scores improved by an average of 25% after using the game. In conclusion, the Statblithz Game effectively enhances mathematical problem-solving skills and offers an engaging alternative to traditional mathematics instruction. The impact of this research lies in providing educators with an innovative and interactive tool that can foster critical thinking and improve student learning outcomes in mathematics.
Neuro-Pedagogical Digital Product Design: Fostering Early Childhood Religious Moderation (ECRM) via Interactive Mobile Game Blueprint Suadi, Suadi; Bustomi, Abu Amar; Santiago, Paulo Vitor da Silva
Jurnal Pendidikan Anak Vol 7 No 3 (2025): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v7i3.8406

Abstract

This study addresses the critical need for innovative digital media to instill Religious Moderation (ECRM) and Islamic values ​​early, contrasting traditional methods with the pervasive digital environment young children inhabit. The primary objective is to develop a scientifically grounded ECRM Conceptual Framework and produce a detailed Digital Product Blueprint for an Interactive Mobile Game, aligning with CEJ's focus on Holistic & Islamic ECCD and Neuro-Pedagogy. Employing the Research & Development (R&D) approach using the 4D model (Define-Design), the research scope halts at the design stage. The Define phase encompasses a needs assessment to analyze the alignment between existing Islamic curriculum, the necessity for early radicalism prevention, and young children's high digital exposure. Data were collected via document analysis (e.g., of the current PAI curriculum and international journals on digital literacy), supported by existing research on the integration of digital tools in religious education. The Design phase involved drafting the ECRM Mobile Game blueprint, detailing game mechanics, narrative flow (storyboard), and UI/UX optimized for neuro-pedagogical principles to foster affective and behavioral growth. This ensures the output is an expert-reviewed, technology-based product blueprint rooted in Islamic educational objectives. The key finding is the production of a validated ECRM Mobile Game Blueprint, ready for prototyping and future effectiveness testing.