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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.
Development of Arabic Teaching Materials Based on Multiliteracy and Augmented Reality Khoirunnisa, Tsania; Nurhidayati, Nurhidayati; Ahsanuddin, Mohammad; Khasairi, Moh.
Ta'lim al-'Arabiyyah: Jurnal Pendidikan Bahasa Arab & Kebahasaaraban Vol. 9 No. 1 (2025): Ta'lim al-'Arabiyyah: Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban
Publisher : UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jta.v9i1.37680

Abstract

The ineffective use of conventional student worksheets for learning fi’il madli among ninth-grade students at a Madrasah Tsanawiyah in Malang has resulted in limited comprehension and underutilization of technological tools, with 78.9% of 50 students experiencing learning difficulties and 90% scoring below the Minimum Completion Criteria. To address this problem, this study developed and evaluated SAMIL, a teaching material based on multiliteracy learning and Augmented Reality (AR), aimed at improving students’ understanding of fi’il madli. The research applied the Research and Development (R&D) approach using the ADDIE model, consisting of five stages: analyzing learning needs, designing teaching material concepts and instruments, developing the product, implementing product trials, and evaluating each stage. Quantitative data were gathered through needs analysis, expert validation scores, and responses from teachers and students, while qualitative data were obtained from classroom observations, interviews, and expert suggestions. The quantitative data were analyzed using descriptive statistics, and the qualitative data were interpreted using descriptive methods. The findings indicate that SAMIL achieved validation scores of 84.45% from subject matter experts, 91.47% from media experts, 90.28% from teachers, and 90.33% from 24 student users. These results demonstrate that the SAMIL materials are both feasible and practical for use in Arabic language instruction. Moreover, the integration of multiliteracy and AR in the teaching materials offers an engaging and interactive learning alternative that addresses students’ difficulties in mastering Arabic verb structures, thus contributing to more effective and technology-supported learning experiences in secondary-level Arabic education.
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
Pelatihan Media Pembelajaran Berbasis Augmented Reality bagi Guru MGMP Bahasa Arab Kabupaten Malang Ramadhan, Mochammad Rizal; Khasairi, Moh.; Alfan, Muhammad; Khoirunnisa, Tsania; Hasanah, Samudra Mutiara; Sampurno, Tri Anggara Medhi
Jurnal Abdimas Berdaya : Jurnal Pembelajaran, Pemberdayaan dan Pengabdian Masyarakat Vol 8, No 2 (2025): Jurnal Abdimas Berdaya
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jab.v8i2.1073

Abstract

Pembelajaran bahasa Arab di Indonesia perlu disesuaikan dengan tuntutan zaman agar peserta didik dapat mengembangkan keterampilan yang komprehensif dalam berbahasa. Pendekatan multiliterasi menawarkan solusi untuk meningkatkan akses dan pemahaman siswa terhadap berbagai sumber belajar, termasuk teks tradisional dan teknologi digital. Program pengabdian ini bertujuan untuk membangun nuansa multiliterasi pada guru-guru Musyawarah Guru Mata Pelajaran (MGMP) Bahasa Arab di Kabupaten Malang dengan mengimplementasikan Innovative Sharaf Textbook Integrated Augmented Reality Quartet Card Game (SAMIL). Program ini melibatkan 35 guru dari MGMP Bahasa Arab Kabupaten Malang. Kegiatan dimulai dengan observasi terhadap masalah yang dihadapi guru dan siswa dalam pembelajaran sharaf, khususnya rendahnya motivasi belajar dan keterbatasan media pembelajaran yang inovatif. Pelatihan dan pendampingan dilaksanakan, meliputi penggunaan media SAMIL berbasis teknologi AR untuk mendukung pembelajaran sharaf. Hasilnya, guru-guru mampu menerapkan media pembelajaran ini dengan lebih efektif, sementara siswa menunjukkan peningkatan motivasi dan pemahaman. Media berbasis AR juga mendukung pengembangan literasi digital dan visual, yang penting dalam pembelajaran bahasa Arab di era globalisasi. Program ini berhasil meningkatkan nuansa multiliterasi dan memberikan inovasi baru dalam pembelajaran bahasa Arab di sekolah
The Design of Quartet Card Game Integrated with Augmented Reality for Sharf (Morphology) Learning Media Khoirunnisa, Tsania; Ahsanuddin, Mohammad
Arabiyatuna: Jurnal Bahasa Arab Vol. 8 No. 1 May (2024)
Publisher : Institut Agama Islam Negeri Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/jba.v8i1.8790

Abstract

This study aimed to describe the stages of making and feasibility of quartet cards integrated with augmented reality as Sarf learning media. Sarf is an element of grammar in Arabic learning and a study that discusses the rules in Arabic. The creation of this media was undertaken due to several challenges in learning Sarf, including a) the rapidly changing discussion topics, b) the difficulty of memorizing the material, c) numerous alterations in word patterns, and d) the infrequent use of changing vocabulary in daily life. These challenges necessitated that teachers become more creative and innovative to simplify the mastery of Sarf material for students, one method being the implementation of learning strategies through play. This strategy certainly required a medium to make the learning of Arabic more interactive and meaningful. Therefore, through this research, which was research and development, the researchers developed a quartet card game media that could facilitate students in learning Sarf material using the ADDIE approach. Data collection methods used observation, questionnaires, and literature studies. The data analysis techniques in this study were adjusted to the type of research data. The result of this research was the development of quartet card game media and applications as augmented reality markers. Based on the validation results, the percentage of material and media validation showed an average of 82.75% and 89.88%, respectively, so that the media was declared feasible to be tested with some minor revisions. Meanwhile, the results of student and teacher response tests showed 87.65% and 84.70%, respectively, so that the media was declared practical after being tested in classroom learning.