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Analysis of Effectiveness in Distance Learning in Tahfidz Lessons Martin, Jayshree; Fang, Wang; Brunel, Benjamin
Journal Neosantara Hybrid Learning Vol. 1 No. 1 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v1i1.80

Abstract

For those who adhere firmly to Al Quran, Allah will reward them and their status will be increased by Allah SWT. This research aims to discuss the effectiveness of tahfidz learning over long distances at Musholla Nurul Huda, Indudur nagari, Subdistrict IX, Koto Sungai Lasi, Solok Regency. This research aims to find out whether tahfidz suadah lessons are effective or not. The method used by researchers in this research is a qualitative research method with a descriptive approach. With researchers using this qualitative method, researchers can obtain accurate data. The method of data collection that the researcher uses is observation, interviews, and documentation. For the basis of the data, the triangulation technique is used which is one of the approaches used to dig and perform qualitative data processing techniques. The tahfidz learning system at Musholla Nurul Huda has not been effective because there are obstacles that make distance learning not run optimally. The lack of facilities and infrastructure in distance learning which is not yet adequate, and the large amount of money spent to buy internet quota, and the network which is difficult to guess is sometimes high and then weak due to being in the countryside. So that the learning given by the teacher is not 100% smooth or effective.
Increase Elementary School Students' Interest in Learning During Covid-19 with Teaching Materials Using E-Books Brunel, Benjamin; Martin, Jayshree; Fang, Wang
Lingeduca: Journal of Language and Education Studies Vol. 2 No. 1 (2023)
Publisher : Yayasan Pedidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (352.692 KB) | DOI: 10.55849/lingeduca.v1i2.47

Abstract

The purpose of this research is to increase students' interest in learning in elementary schools during Covid-19 with e-book teaching materials by utilizing technology in learning media, especially using digital books (e-books) through computer intermediaries, laptops or smartphones. Since the existence of Covid-19, the level of interest in learning from students has been very minimal, because educators are less creative in using technology when carrying out the learning process, so that students are less interested in doing learning, by utilizing technology published in digital form can be used by students to facilitate students in learning and increase student interest in learning during the Covid-19 pandemic by displaying information in the form of text, images, audio, video, animation, narration, music, and other multimedia. The method used in this study is a quantitative research method, in which this method researchers can collect data by means of in-depth interviews using the Google form. Because of that, with the e-book media, researchers hope that students' interest in learning can increase even though learning is still done online
Number Rinner Games To Improve 5-6 Year-Old Counting Ability Rahayu, Sinta Sri; Tabroni, Imam; Martin, Jayshree; Fang, Wang
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.443

Abstract

The purpose of this research is to develop educational game tools for improve children's cognitive. The application of APE (Educative Game Tool) was carried out on village children to be exact at Harapan Pertiwi 2 Kindergarten. The researcher used the R&D research method (Research & Development) which aims to determine the application of game tools educative windmill counting in developing the development of cognitive aspects of children. This study used a child subject, namely 4 children between the ages of 4-5 years. Technique data collection using observation, interviews, trials, expert validation, and documentation. Based on the results of the research on the application of the Counting Rabbit Educative Game Tool it is proven feasible to use and able to improve children's cognitive abilities. Children are very enthusiastic in trying the game. The results of the data obtained from the Material Expert found that the total rating score obtained was 63 out of the expected 80, after being converted in the presentation the result was 143.2% in the 'Very Good' category. In the assessment rubric it is known that there is a significant difference in the ability to recognize the concept of numbers in children aged 5-6 years in playing the Counting Rabbit Windmill. In the pre-test activity, an average score of 30 out of 80 was obtained. Meanwhile, in the post-test activity using developed media, an average score of 50 was obtained from the score of 85. The pre-test and post-test activities experienced an increase in the average score of 125.1. So that with the Counting Rabbit Wheel media it can improve children's cognitive abilities.