Mutiara Hasanah, Samudra
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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.
Building Virtual Reality Hajj Journey Learning Media as a Simulation Tool for Teaching Hajj and Umrah Topics Ramadhan, Mochammad Rizal; Mutiara Hasanah, Samudra; Khoirunnisa, Tsania; Medhi Sampurno, Tri Anggara; Faizin, Nur; Sultoni, Achmad; Nurdiyanto, Reno; bin Rekan, Abd. Aziz
Nadwa: Jurnal Pendidikan Islam Vol. 19 No. 1 (2025): Nadwa: Jurnal Pendidikan Islam
Publisher : Faculty of Education and Teacher Training, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/nw.2025.19.1.26704

Abstract

The need for more engaging Hajj and Umrah education highlights the limitations of conventional methods, such as lectures and printed manuals, which often lack experiential and spiritual depth. While Virtual Reality (VR) has become increasingly common in education, its use in religious ritual training, particularly for Hajj and Umrah, remains largely underexplored. This study aims to develop immersive learning media that allow users to practice Hajj and Umrah rituals interactively. The development of the VR-Hajj application followed the Research and Development (R&D) model by Lee and Owens, which includes five stages: analysis, design, development, implementation, and evaluation. The validation process involved experts who assessed the media’s content, usability, and instructional design. Data were analyzed using inter-rater agreement to determine consistency among expert evaluations, with results showing a high level of agreement. The Content Validity Index (CVI) was also used to assess overall validity, yielding a strong score of 0.83. Experts gave the VR-Hajj media an average rating of 91.54%, confirming its effectiveness and instructional relevance. These findings support VR-Hajj as a promising tool for improving Hajj and Umrah preparation through immersive Islamic learning. The study also proposes a future framework integrating VR and metaverse technologies to enhance accessibility and engagement. To expand its impact, further research should explore strategic partnerships with Islamic boarding schools (pesantren) to help deliver VR-based religious education more widely and inclusively