Qolbi, Safira Naurin
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The Multisensory Book Design: A Learning Medium for Dyslexic Children Reading the Qur'an Through Reflection on Concrete Objects Susanti, Cela Petty; Maulaya, Rosendah Dwi; Siswanto, Maisya Himatuz Zakiyya; Qolbi, Safira Naurin
Abjadia : International Journal of Education Vol 8, No 2 (2023): Abjadia
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/abj.v8i2.24345

Abstract

A dyslexic child experiences a common obstacle in the learning process due to having difficulty reading and recognizing letters (corrective and remedial readers). If left unchecked, the potential of dyslexic children will be hampered because reading is a basic human ability. Therefore, in this study, researchers designed a learning media design that makes it easier for dyslexic children to recognize hijaiyah letters. The research method used is R&D using the ADDIE development model. The study that the researchers conducted was limited to the development of design, so the purpose of this study was to provide an overview of the design of multisensory mirror book media. The design is developed with a printed book-based that will maximize the function of the senses of sight and touch. Dyslexic children will be invited to learn while playing by reflecting hijaiyah letters on concrete objects found in everyday life. In their learning, they were also invited to play by attaching glitter to hijaiyah stickers and then touching them. His motor function was tested by rewriting hijaiyah letters and then checking the correctness of the writing using a mirror. In the future, the design developed by researchers can continue to be refined to help dyslexic children learn hijaiyah letters to make it easier and more fun.
Using Kahoot! learning game media to improve students' learning results in 5th grade on Islamic Education and Character Lesson Rochmat, Cecep Sobar; Huwaida, Jaziela; Hayati, Nur; Qolbi, Safira Naurin; Novera, Samia
TA`DIBUNA Vol 14 No 1 (2025)
Publisher : LPPM Universitas Ibn Khaldun, Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/tadibuna.v14i1.18022

Abstract

This study aims to investigate the impact of using Kahoot! learning game media on the academic performance of fifth-grade students in Islamic Education and Character lessons. The research employed the McTaggart Classroom Action Research (CAR) method, consisting of two cycles that included planning, implementation, observation, and reflection stages. The results indicate a significant improvement in students' academic achievement, with the mastery level increasing from 94.74% in the first cycle to 100% in the second cycle. The use of Kahoot! as a game-based learning medium proved effective in enhancing student engagement, participation, conceptual understanding, and material retention. This study highlights the importance of innovative and technology-based teaching strategies to improve learning effectiveness. The implementation of interactive media such as Kahoot! can serve as a solution for educators to create a more dynamic and engaging learning experience for students. AbstrakPenelitian ini bertujuan untuk menyelidiki dampak penggunaan media permainan pembelajaran Kahoot! terhadap hasil belajar siswa kelas lima dalam mata pelajaran Pendidikan Agama Islam dan Budi Pekerti. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) McTaggart dengan dua siklus yang mencakup tahap perencanaan, pelaksanaan, observasi, dan refleksi. Hasil penelitian menunjukkan peningkatan signifikan dalam capaian akademik siswa, dengan rata-rata ketuntasan belajar meningkat dari 94,74% pada siklus pertama menjadi 100% pada siklus kedua. Penggunaan Kahoot! sebagai media pembelajaran berbasis game terbukti mampu meningkatkan keterlibatan dan partisipasi siswa dalam kelas, memperbaiki pemahaman konsep, serta meningkatkan retensi materi. Studi ini menekankan pentingnya strategi pembelajaran yang inovatif dan berbasis teknologi untuk meningkatkan efektivitas pembelajaran. Implementasi media interaktif seperti Kahoot! dapat menjadi solusi bagi guru dalam menciptakan pengalaman belajar yang lebih dinamis dan menarik bagi siswa.