Najib Fahmi, M. Iqbal
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Penguatan Motivasi Belajar Dan Kemampuan Berpikir Kritis Siswa SMP Melalui Media Interaktif Quartet Cardgame Terintegrasi Augmented Reality Pada Materi Sejarah Ilmuwan Muslim Ramadhan, Mochammad Rizal; Faizin, Nur; Najib Fahmi, M. Iqbal; Mutiara Hasanah, Samudra; Khoirunnisa, Tsania
LOYALITAS: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2023): November 2023
Publisher : IAI Darussalam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30739/loyalitas.v6i2.2483

Abstract

Learning motivation and critical thinking skills in studying history, especially Islamic history, have received less attention. Even though this is one of the indicators in realizing superior students who are faithful, intelligent, and skilled. The teacher's efforts in using media in PAI learning are also not optimal. The media used by the teacher is less effective because the media is still conventional. This is very challenging where learning media is an aspect of students that plays a major role in understanding the material. The historical material for the growth of knowledge during the Abbasid dynasty is one of the most important PAI materials for students to learn. During the Abbasid dynasty, Islam reached its limits in several fields, one of which was science. The importance of Islamic history material being studied by students made researchers implement learning media in the form of quartet cards (quartet card game). The method used in implementing the media consists of several stages, namely: 1) observation, 2) implementation of activities including: presentation of material and assistance to students, and (3) stages of activity evaluation. The quartet card game that is applied in learning is a quartet card game that is connected to an Augmented Reality-based application containing historical material about Muslim scientists. Based on the results of implementation in schools in the city of Surabaya, students feel more motivated to study Islamic history and their critical thinking skills increase after using the media quartet card game.
Augmented Reality Visualization through Multirepresentations Approach in Chemistry Based on Qur’anic to Improve Cognitive Learning Outcomes Rizal Ramadhan, Mochammad; Najib Fahmi, M. Iqbal; Mutiara Hasanah, Samudra
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 2 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i2.27097

Abstract

media melalui visualisasi augmented reality berbasis pembelajaran al-Qur'an, dan mengkaji sejauh mana hasil belajar siswa yang menggunakan media tersebut. Untuk mewujudkan tujuan tersebut, pendekatan ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi) digunakan untuk mengembangkan media. Berdasarkan temuan penelitian, media yang dikembangkan berupa buku berbasis smartphone dan berhasil divalidasi relevansinya oleh ahli media, ahli materi, guru, peer reviewer, dan siswa. Secara khusus, validasi mengungkapkan (1) 87,27% untuk relevansi produk; (2) 90,66% untuk materi IPA Al-Qur'an; (3) 82,85% untuk tanggapan peer reviewer dan guru; dan (4) 86,2% untuk respon siswa, khususnya pada materi multirepresentasi kimia (tingkat makroskopis, submikroskopis, dan simbolik). Implementasi yang dilakukan terhadap 100 siswa, menunjukkan bahwa media pembelajaran berpengaruh positif dan meningkatkan motivasi siswa dalam pembelajaran al-Qur'an dan kimia. Selain itu, berdasarkan hasil uji coba pretest dan posttest menggunakan analisis paired sample t-test terhadap 50 siswa diperoleh nilai signifikansi sebesar 0,000. Hal ini menunjukkan bahwa media pembelajaran ini terbukti mampu meningkatkan hasil belajar kognitif siswa.