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Sustainable Development: Implementation of The Talqin Method In Memorizing The Quran Ikhwan Rahman; M. Yakub Iskandar; Martin Kustati; Nana Sepriyanti
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 9 No. 1 (2024): March
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v9i1.355

Abstract

The Quran is the holy book of Muslims which has a central role in human spiritual and moral life. Memorizing the Quran is a form of noble practice recommended by the Prophet Muhammad. Various methods have been developed to help the process of memorizing the Quran, one that has been proven effective for centuries is the Talqin method. This research aims to examine the implementation of the Talqin method in memorizing the Koran. The research method used is Systematic Literature Review (SLR) by analyzing 30 reputable journals published over the last five years (2019-2024). Data sources were obtained from scientific databases such as Google Scholar, ScienceDirect, Scopus and DOAJ. The findings show that the Talqin method has proven effective in helping students memorize the Quran quickly and accurately. This method has also been proven to increase students' understanding of the meaning of the Koran and build strong relationships between teachers and students. This can be seen in the factors that support the successful implementation of the Talqin method such as; teacher skills, student motivation, conducive learning environment. However, there are several challenges that need to be considered in its implementation, such as the time required, teacher availability, facilities and infrastructure. It is hoped that this research can provide a valuable contribution to the development of Islamic education practices and tahfidz of the Quran, so that it can produce a generation of Qur'anists who have noble character and love the Quran.
Pengembangan Media Pembelajaran Interaktif Berbasis Android Untuk Pembelajaran Ilmu Pengetahuan Alam Kelas VIII SMP Jodi Hardika; M. Yakub Iskandar; Nofri Hendri; Ulfia Rahmi
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 9 No. 2 (2024): June
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v9i2.491

Abstract

Learning natural sciences in class requires the right media so that it is more impressive about the nature that is brought to class. Media that can integrate natural conditions can be brought into the classroom to make the learning process more real. One way is to use interactive multimedia, this media is used in the learning process so that students are able to learn the material in real life without having to go directly into nature. This research uses R&D (Research and Development) research with a 4-D model with a flow of definition, planning, development and deployment. The validity results were 4.88 or 97.7% from the first media expert in the "Very Valid" category, 4.33 or 86.6% from the second media expert in the "Very Valid" category. So it can be concluded that the Android-based interactive learning media product that was developed based on the scores given from the two validators was overall declared "Very Valid". The results of material validity tests on Android-based interactive learning media products that have been developed are overall declared "Very Valid" with an average of 4.81 or 95.5%. From the results of practical trials with students as trial subjects, it shows that from the practical aspect the media received an assessment of 4.67 or 96.1%. so that the media is categorized as "Very Practical" to apply.
Pengembangan Computer Based Testing Menggunakan Aplikasi Kahoot! Untuk Evaluasi Pembelajaran M. Yakub Iskandar; Siti Aisyah; Novrianti Novrianti
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 9 No. 2 (2024): June
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v9i2.493

Abstract

The problem with evaluating learning outcomes using paper-based tests is that the scoring calculation process takes a long time. So, the test results cannot be known directly. The implementation of learning outcomes evaluation in learning evaluation courses so far still uses paper-based tests, so students have to wait to find out the test results. This research and development apply the ADDIE model which is carried out in five stages. The instruments used in this research were tests and student response questionnaires regarding the use of the "Kahoot!" application. Analysis of the data obtained is divided into two types, namely quantitative data and qualitative data. The qualitative data results are based on criticism and suggestions presented by the validator to improve the question instrument. The results of the validation of the question instrument were in the "suitable for use with many revisions" category, the test results obtained 46 "valid" questions. Furthermore, the practicality test results are in the "quite practical" category with a score of 3.80 and for the effectiveness test results Asymp. Sig. (2-tailed) 0.068 means "there is no effect between tests using the "Kahoot!" by testing using Google Form”. However, judging from the test results obtained by students with different treatments, there are differences in scores, so this proves that this application is effective to use with very supportive signal provider requirements.
Disinformation in Educational Environments: A Case Study in Vocational High Schools M. Yakub Iskandar; Albizar Albizar; Yusrial Yusrial; Reza Saputra; Anadya Diva Vanessa
Al-Hashif: Jurnal Pendidikan dan Pendidikan Islam Vol. 4 No. 1 (2026): March
Publisher : Institute of Research and Community Service STAI Yayasan Tarbiyah Islamiyah Kota Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of digital technology has transformed the information ecosystem, increasing both access to information and vulnerability to disinformation, particularly within educational environments where students often have limited digital literacy skills. This study aims to analyze the dynamics and impacts of disinformation through a case study at Vocational High School 1, Solok City. Employing a qualitative approach with a case study design, data were collected through observation, in-depth interviews, and documentation, and analyzed using thematic analysis with triangulation to ensure validity. The findings reveal that disinformation regarding study tour fees, disseminated by a student, resulted in the cancellation of the activity, financial losses, erosion of trust in the school institution, and psychological impacts on students. These results highlight the significant vulnerability of school communities to disinformation, especially in contexts characterized by strong interpersonal trust and limited verification practices. The study emphasizes the importance of strengthening digital literacy through curriculum integration, school literacy programs, and the role of libraries, alongside the need for effective regulatory frameworks and the accountability of Electronic System Providers (ESPs). Ultimately, addressing disinformation requires a multi-stakeholder approach involving government, educational institutions, civil society, and digital platforms to build sustainable societal resilience in the digital era.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN AUGMENTED REALITY BAGI SISWA SEKOLAH DASAR DI SUMATERA BARAT DENGAN PENDEKATAN JOYFUL LEARNING: A SYSTEMATIC LITERATURE REVIEW M. Yakub Iskandar; Efendi Efendi; Ramadhani Ramadhani; Sefrinal Sefrinal; Okviani Syafti; Taufik Abdul Hasan Amarullah; Dino Adi Putra
Jurnal Manajemen Pendidikan Vol. 10 No. 4 (2025): Regular Issue
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v10i4.1682

Abstract

The use of Augmented Reality (AR) technology in elementary education is growing in line with the demands of 21st-century learning that emphasizes interactive, contextual, and meaningful learning experiences. This study aims to systematically analyze the effect of the use of Augmented Reality-based learning media on the learning process and outcomes of elementary school students in West Sumatra Province using the Joyful Learning approach. The method used is a Systematic Literature Review (SLR) of accredited national journal articles published in the last ten years and relevant to the topics of AR, Joyful Learning, and elementary school education. The results of the study indicate that the use of AR learning media consistently has a positive impact on increasing learning motivation, conceptual understanding, active student involvement, and positive attitudes towards learning, especially when combined with the Joyful Learning approach. In addition, AR can help elementary school students understand abstract concepts through interactive and contextual three-dimensional visualizations. However, several studies also highlight implementation challenges, such as limitations in technological infrastructure and teacher readiness in integrating AR pedagogically.
PENERAPAN MODEL PROBLEM BASED LEARNING TERHADAP KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK PADA PEMBELAJARAN TIK KELAS XI SMA TAMANSISWA PADANG Taufik Abdul Hasan Amarullah; Risma Wiwita; M. Yakub Iskandar; Dino Adi Putra; Efendi Efendi; Sefrinal Sefrinal; Okviani Syafti; Ramadhani Ramadhani
Jurnal Manajemen Pendidikan Vol. 11 No. 2 (2026): Regular Issue
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i2.3354

Abstract

This study is a pre-experimental study employing a descriptive quantitative approach, aimed at analyzing the improvement in critical thinking skills among students at SMA Tamansiswa Padang before and after undergoing instruction using the Problem-Based Learning model within the Graphic Design and Multimedia curriculum. The data collected were quantitative in nature and analyzed using descriptive analysis. The sample consisted of 31 students selected via purposive sampling from five Grade XI classes taking the ICT subject. The research instrument was a critical thinking skills test comprising 10 essay-type questions—validated both theoretically and empirically—developed in alignment with critical thinking indicators. The results indicate that the critical thinking skills of the Grade XI students at SMA Tamansiswa Padang fell into the "very high" category, with an average N-Gain score of 0.78. This demonstrates that the implementation of the Problem-Based Learning model can enhance the critical thinking skills of Grade XI students at SMA Tamansiswa Padang.
Development of Video Tutorials as A Media for Learning Graphic Design in Vocational High Schools Ridho Aprilia Nugraha; M. Yakub Iskandar
JERIT: Journal of Educational Research and Innovation Technology Vol. 1 No. 1 (2024): June
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jerit.v1i1.1

Abstract

Education will not be separated from technological developments which are utilized in developing learning media for children. Tutorial videos have an important role in supporting the learning process in class. Teachers predominantly use whiteboard media so that students find it difficult to understand the material presented because the learning process is still teacher cantered. The need for appropriate learning media such as video tutorials makes the learning process student cantered. The research aims to develop valid and practical video tutorial learning media. The research method is R&D (Research and Development) by Borg and Gall this model stage was modified into 5 steps, namely initial product development planning, product validation, limited trials and final product. The material validity results were 4.53 in the "Very Valid" category. The validity of media 1 and 2 received a value of 4.83 and 4.60 in the "Very Valid" category. The results of the practicality test by 15 students obtained a score of 4.79 in the "Very Practical" category. Video tutorials can be used by students and teachers during the learning process in class.
Development of Interactive Multimedia Use Software Macromedia Director for Learning Natural Knowledge in High School Muhammad Fadli; M. Yakub Iskandar; Darmansyah Darmansyah; Fetri Yeni J; Abna Hidayati
JERIT: Journal of Educational Research and Innovation Technology Vol. 1 No. 1 (2024): June
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jerit.v1i1.2

Abstract

The learning process results in students not actively participating in the learning process and students' creativity not developing because the learning process is still oriented teacher center or teacher centered. Teachers have not fully utilized existing teaching media, including multimedia, so that learning is not interesting and enjoyable for students. This research aims to develop interactive multimedia products as valid and practical alternative learning media so that they are ready to be used in the learning process. This research is development research using the Borg & Gall model which consists of stages, namely: (1) Planning, (2) Initial Product Development, (3) Product Validation, (4) Trial and (5) Product. The research subjects consisted of four respondents, two validators for media aspects and two validators for material aspects as well as 20 students at State Junior High School 1 Lubuk Basung in Natural Sciences subjects as a test of media practicality. The product validity test results for the material aspect are in the very good category with a percentage of 95% and for the media aspect they are in the very good category with a percentage of 94.88%. The results of the product practicality test based on the 2 stages of testing that have been carried out are in the very good category with a percentage of 92.4%. The results of this research show that the overall quality of the interactive multimedia developed is in the very good category with a percentage of 94.1%. From the results of all stages of interactive multimedia development using Macromedia Director declared suitable for use in the learning process.
Interactive Multimedia Development With The Autorun Pro Enterprise Ii Application Version 6.0 In Ict Guidance In Secondary Schools Kemal Afyn Zafari; M. Yakub Iskandar
JERIT: Journal of Educational Research and Innovation Technology Vol. 1 No. 1 (2024): June
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jerit.v1i1.3

Abstract

The learning process results in students not actively participating in the learning process and students' creativity not developing because the learning process is still oriented teacher center or teacher centered. Teachers have not fully utilized existing teaching media, including multimedia, so that learning is not interesting and enjoyable for students. This research aims to develop interactive multimedia products as valid and practical alternative learning media so th at they are ready to be used in the learning process. This research is development research using the Borg & Gall model which consists of stages, namely: (1) Planning, (2) Initial Product Development, (3) Product Validation, (4) Trial and (5) Product. The research subjects consisted of four respondents, two validators for media aspects and two validators for material aspects as well as 20 students at State Junior High School 1 Lubuk Basung in Natural Sciences subjects as a test of media practicality. The product validity test results for the material aspect are in the very good category with a percentage of 95% and for the media aspect they are in the very good category with a percentage of 94.88%. The results of the product practicality test based on the 2 stages of testing that have been carried out are in the very good category with a percentage of 92.4%. The results of this research show that the overall quality of the interactive multimedia developed is in the very good category with a percentage of 94.1%. From the results of all stages of interactive multimedia development using Macromedia Director declared suitable for use in the learning process.