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PENGEMBANGAN BAHAN AJAR BERBASIS E-BOOK DENGAN EVALUASI INTERAKTIF MENGGUNAKAN MEDIA PUZZLE MAKER DI KELAS 9 MATERI PERAN PESANTREN DALAM DAKWAH ISLAM DI INDONESIA MTS HIDAYATUL INSAN PALANGKA RAYA Abdul Aziz; Dedy Suhada; Lasmi, Lasmi; Mardiana, Mardiana
Sindoro: Cendikia Pendidikan Vol. 8 No. 2 (2024): Sindoro Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v8i2.6866

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar berbasis e-book yang disertai dengan evaluasi interaktif menggunakan media Puzzle Maker, khususnya untuk pembelajaran materi Peran Pesantren dalam Dakwah Islam di Indonesia pada kelas 9 di MTs Hidayatul Insan Palangka Raya. Latar belakang penelitian ini adalah kebutuhan akan bahan ajar digital yang menarik dan mampu meningkatkan motivasi belajar siswa, serta menyediakan evaluasi yang interaktif dan efektif. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development), yang melibatkan beberapa tahap, termasuk analisis kebutuhan, perancangan bahan ajar, pengembangan media e-book, dan implementasi Puzzle Maker sebagai alat evaluasi. Hasil penelitian menunjukkan bahwa bahan ajar e-book ini berhasil meningkatkan pemahaman siswa terhadap materi serta antusiasme mereka dalam pembelajaran. Penggunaan Puzzle Maker sebagai media evaluasi memberikan pengalaman belajar yang menarik dan memudahkan siswa dalam menguji pemahaman mereka secara mandiri. Dengan demikian, bahan ajar berbasis e-book ini efektif dalam mendukung proses pembelajaran dan meningkatkan hasil belajar siswa pada materi dakwah Islam di pesantren.
EFEKTIVITAS PENGGUNAAN VIDIO DAN GAME PUZZLE MAKER DALAM MENINGKATKAN MOTIVASI BELAJAR PADA MATA PELAJARAN FIQIH MATERI PUASA Jasiah, Jasiah; Dedy Suhada
Sindoro: Cendikia Pendidikan Vol. 9 No. 2 (2024): Sindoro Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v9i2.7749

Abstract

This research aims to analyze the effectiveness of using video media and the Puzzle Maker game in increasing students' learning motivation in Fiqh subjects, especially fasting material, using the PPE (Planning, Production, Evaluation) method. At the planning stage, a learning needs analysis was carried out through interviews with teachers, classroom observations, and collecting initial data about student learning motivation at Darul Ulum Palangka Raya Middle School. The production stage involves developing media in the form of learning videos that are relevant to the fasting material and designing an interactive Puzzle Maker game. The evaluation stage includes the implementation of learning media for class IX students, followed by evaluation using learning motivation questionnaires, observations and interviews. The research results show that the combination of video media and the Puzzle Maker game significantly increases students' learning motivation compared to conventional learning methods. Video media helps students understand the material more clearly through visualization, while the Puzzle Maker game increases students' active involvement and memory of the material. Student responses were very positive, with the majority stating that learning had become more interesting and enjoyable. Challenges faced in this research include limited time for preparation and technical obstacles in accessing technological devices. Based on the research results, it can be concluded that the PPE method using video media and the Puzzle Maker game is an effective innovative learning strategy for increasing students' learning motivation in Fiqh subjects at Darul Ulum Palangka Raya Middle School. This research recommends implementing a similar method with adjustments to students' conditions and needs for more optimal results.
TREN PENGGUNAAN FLIPBOOK DALAM PENDIDIKAN: KAJIAN LITERATUR TERBARU Dedy suhada; Santiani, Santiani
Sindoro: Cendikia Pendidikan Vol. 13 No. 11 (2025): Sindoro Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v13i11.12401

Abstract

The development of digital technology has brought significant changes in the field of education, including in the use of instructional media. One increasingly utilized innovation is the flipbook, a digital interactive book that presents learning materials in a visual and engaging format. This article aims to explore the trends in the use of flipbooks in education through a literature review of previous studies. The findings show that flipbooks not only enhance students’ learning interest but also support independent learning, conceptual understanding, and active learner engagement in the learning process. Furthermore, this medium is considered effective across various educational levels and subjects, especially when combined with innovative teaching approaches. However, challenges still exist in its implementation, such as limited infrastructure and teachers’ digital literacy. Thus, flipbooks hold great potential in supporting a more interactive and enjoyable digital learning transformation.