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INVESTIGATION OF RELIGIOUS AND MORAL VALUES IN CHILDREN IN THE DIGITAL ERA Dedek Nursiti Khodijah Nursiti Khodijah; Saptiani Saptiani; Nani Endri Santi; Mohamad Maulidin Alif Utama
Jurnal Asy-Syukriyyah Vol. 24 No. 2 (2023): Jurnal Asy-Syukriyyah
Publisher : STAI Asy-Syukriyyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36769/asy.v24i2.425

Abstract

The current technological advances in the digital world will of course be able to help parents and teachers instilling religious and moral values ​​in children. Therefore, the role of parents and teachers in instilling religious and moral values ​​in digital-based children is very urgent, so that digital use can be useful according to its function. The aim of this research is to describe how in the era of technology or digital attacks, parents have an important role in children's lives in instilling religious and moral values. This research is qualitative research with the Research Library research type. The results of this research are the use of digital tools and media as tools to help instill religious and moral values ​​in early childhood. Parents and teachers must be wise in directing, guiding and embracing their children to use media according to the function and purpose of digital media, so that children avoid excessive addiction and inappropriate media use.
Pengembangan Media Pembelajaran Al-Quran Berbasis Game untuk Siswa Madrasah Ibtidaiyah Raudhatun Nisa, Intan; Santi, Nani Endri; Nazliati; Saptiani; Nursiti Khodijah, Dedek
azkiya Vol 9 No 1 (2024): Al-Azkiya: Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/azkiya.v9i1.8438

Abstract

The lack of teaching media that discusses tajweed material in schools causes students to have difficulty in understanding the material presented. Teaching media in the form of games is needed because primary school students still like to play in learning. The purpose of this study was to develop game-based learning media on the concept of mad thabi'i/ashli reading law material, mad wajib muttasil, and mad jaiz munfasil by using media feasibility testing from three teams of experts. The type of research used is R&D (research and development) using the ADDIE model (analysis, design, development, implementation, and evaluation). Media validation was conducted in three areas of experts, namely media, material, and language validation. Based on the results of the media validation test, the average score was 85%. In terms of media expert validation, this media is very feasible to use with an average value percentage of 85%. The material expert validation test stage obtained an average score of 96% with one revision, these results stated that this game-based learning media was very feasible to use. Then the language field validation stage obtained a value of 85 use in the learning process.
Transformation of the Islamic Education System in the Digital Era from a Hadith Perspective Muhaini, Muhaini; Nursiti Khodijah, Dedek; Wulandari, Febriyantika
At-Tarbawi: Jurnal Pendidikan, Sosial dan Kebudayaan Vol 10 No 2 (2023): At-Tarbawi: Jurnal Pendidikan, Sosial dan Kebudayaan
Publisher : the Faculty of Education and Teacher Training of the Institut Agama Islam Negeri (IAIN) Langsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/tarbawi.v10i2.6840

Abstract

The transformation of the Islamic education system includes goals, students, curriculum, methods, and infrastructure. In this case, in order to carry out activities in accordance with the guidance of Shara`, we should make the Koran and Hadith the basis for action and treatment in education. Based on the results of the literature study analysis, the transformation of the Islamic Education system in the digital era is justified in Islam as a tool to live life in accordance with existing sharia without having to oppose and deviate from shara`, especially in the implementation of Islamic Education. Therefore, the transformation of the Islamic education system makes the hadith as a basic material considering the educational process carried out by seeing humans as the subject of education, starting with the transformation of Islamic education which starts with the introduction of philosophical theology about humans as a caliph of God on this earth.
Penggunaan media sosial untuk menguatkan sikap tanggung jawab mahasiswa Wulandari, Febriyantika; Nursiti Khodijah, Dedek
Al-Azkiya: Jurnal Pendidikan MI/SD Vol 8 No 1 (2023): Al-Azkiya: Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/azkiya.v8i1.6095

Abstract

Abstrak Ketergantungan manusia terhadap media sosial semakin meningkat, media sosial tidak hanya dimanfaatkan untuk hiburan tetapi juga untuk komunikasi serta mengumpulkan informasi disegala bidang kehidupan, mulai dari pendidikan, kesehatan, ekonomi, sosial dan politik. Media sosial yang selama ini masih banyak dimanfaatkan mahasiswa untuk hiburan semata ternyata memiliki peranan dalam mempengaruhi sikap kepedulian seseorang. Kepedulian sosial yang coba dibangun melalui kegiatan membagikan sedekah jumat dan mengajar secara gratis bagi masyarakat selain memberikan manfaat kepada masyarakat terkait, namun juga memberikan dampak positif kepada mahasiswa yang melakukan kegiatan sosial tersebut. Penelitian ini dilaksanakan untuk mengetahui peran media sosial dalam membangun dan menguatkan sikap kepedulian sosial mahasiswa. Penelitian ini menggunakan metode studi kasus dengan teknik wawancara, observasi, dan studi dokumentasi. Pendekatan kualitatif digunakan untuk memberikan gambaran bagaimana media sosial dapat dimanfaatkan untuk menguatkan sikap kepedulian sosial mahasiswa. Informan penelitian yaitu 10 orang mahasiswa semester 6 program studi Pendidikan Guru Madrasah Ibtidaiyah. Hasil penelitian ini menunjukkan bahwa penggunaan media sosial memiliki dampak positif terhadap sikap kepedulian sosial mahasiswa. Pemanfaatan media sosial untuk menyebarluaskan kegiatan sosial mahasiswa memberikan pengaruh terhadap masyarakat yang melihat postingan tersebut, banyak masyarakat yang ikut berdonasi dalam kegiatan sosial tersebut. Kata kunci: Media sosial, Kepedulian sosial, Mahasiswa, Masyarakat
Pengembangan Media Pembelajaran Al-Quran Berbasis Game untuk Siswa Madrasah Ibtidaiyah Raudhatun Nisa, Intan; Santi, Nani Endri; Nazliati; Saptiani; Nursiti Khodijah, Dedek
Al-Azkiya: Jurnal Pendidikan MI/SD Vol 9 No 1 (2024): Al-Azkiya: Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/azkiya.v9i1.8438

Abstract

The lack of teaching media that discusses tajweed material in schools causes students to have difficulty in understanding the material presented. Teaching media in the form of games is needed because primary school students still like to play in learning. The purpose of this study was to develop game-based learning media on the concept of mad thabi'i/ashli reading law material, mad wajib muttasil, and mad jaiz munfasil by using media feasibility testing from three teams of experts. The type of research used is R&D (research and development) using the ADDIE model (analysis, design, development, implementation, and evaluation). Media validation was conducted in three areas of experts, namely media, material, and language validation. Based on the results of the media validation test, the average score was 85%. In terms of media expert validation, this media is very feasible to use with an average value percentage of 85%. The material expert validation test stage obtained an average score of 96% with one revision, these results stated that this game-based learning media was very feasible to use. Then the language field validation stage obtained a value of 85 use in the learning process.