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Peningkatan Self Regulated Learning Siswa melalui Pelatihan Penggunaan Game Educandy Arabiy di Madrasah Ibtidaiyah Al Adnani Kayangan Qomariyah, Lailatul; Niswah, Isniyatun; Qodir, Abdul; Mu’at, Mu’at; Bahrodin, Ariga; Hakim, Luthfi; Ilahiyah, Iva Inayatul
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 8 No 3 (2024): Volume 8 Nomor 3 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v8i3.23663

Abstract

Self Regulated Learning has an important role to help students be more independent in learning, both in setting schedules, targets and strategies to achieve them. This training in using the Educandy game aims to make it easier for students to improve their Arabic language learning achievements due to a decrease in students' SRL. Therefore, learning Arabic using educational games is very necessary because it suits students' preferences. The method of implementing this service is the Service Learning method, namely investigation, preparation, training and mentoring and reflection. The results of the training showed that 69% of students were very satisfied and 22% of students were satisfied with the training activities and had provided benefits in improving students' achievements and SRL. which is indicated by their attitude of independence and self-confidence individually being able to complete all stages of the game. These results have an impact on the realization of one of the students' Pancasila profiles, namely the independent dimension with a form of self-regulation.
TATHWIR AL LU’BAH “BRAIN’S ADVENTURE” LI TANMIYATI DZAKIROH QOSHIROTUL MADAY LADAY THULLAB FI TA’LIM ALAROBIYYAH Qomariyah, Lailatul; Niswah Mz, Isniyatun; Qodir, Abdul; Mu’at, Mu’at; Ilahiyah, Iva Inyatul; Hakim, Luthfi; Kuswanti, Nur
El-Tsaqafah : Jurnal Jurusan PBA Vol. 23 No. 2 (2024): Oktober 2024
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/tsaqafah.v23i2.11312

Abstract

It turns out that the phenomenon in teaching Arabic is that students' thinking skills are still low. This phenomenon is evident in the number of students who give wrong answers to Arabic language questions that require deep thinking during Arabic language teaching. This is not consistent with the current curriculum that requires students to develop their mentality, specifically to think either critically or creatively. This phenomenon indicates that the level of thinking skills, especially in short-term memory, among students is still low. Therefore, the aim of this research is to develop the game "Brain Adventure" to develop short-term memory among students in teaching Arabic to sixth grade primary school students. The method used in this research is developmental research with the ADDIE development model. This model is implemented in several stages, namely analysis, design, development, implementation, and evaluation. The researchers focused on the first four stages. The results of this research are: the first stage of this research is the analysis of the curricula, the analysis of the materials, and the analysis of the students' memory abilities. The second stage is the design of questions and materials according to the curriculum. The third stage is the development of the game using the adventure model. The fourth stage is the implementation, which includes testing the material experts and educational media experts before implementing the developed game on small topics. As for the results of the questionnaire, the level of feasibility of the adventure game from the experts falls into the value "very good". This indicates that this game is suitable for use in teaching the Arabic language as a teaching tool to develop short-term memory in students.