Arifuddin, Ahmad
Universitas Islam Negeri Siber Syekh Nurjati Cirebon

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Development of Smart Apps Creator (SAC)-Based Android Application Learning Media to Improve Students' Understanding of Islamic Education Materials in Elementary Schools Aeni, Ani Nur; Hanifah, Nurdinah; Rahimah, Rahimah; Arifuddin, Ahmad
Al Ibtida: Jurnal Pendidikan Guru MI Vol 11, No 2 (2024): October 2024
Publisher : UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/al.ibtida.snj.v11i2.18531

Abstract

AbstractThis research is motivated by the importance of creating digital learning media, considering that the learning that is currently carried out is in the digital era. SAC is software to create applications without having to go through programming code. This research aims to create a SAC-based Android application learning media product to improve students' understanding of Islamic education materials in elementary schools. The research method used is R&D, with 4D design (define, design, development, and disseminate). The findings are: The learning media for the andorid application with SCA is called the SAHIH application, an abbreviation for “Sahabat Fikih” (Friends of Fiqh). The SAHIH application is a SAC-based android learning media made for materials to welcome puberty in grade IV of elementary school. The SAHIH application is made based on the analysis of needs and analysis of independent curriculum documents. This app has been validated by media experts and material experts with very decent grades. The SAHIH application has gone through a limited, extensive trial stage and has received a very good and very feasible assessment, it has also been tested for its effectiveness. Thus, it can be concluded that the SAHIH application can be applied to Islamic education.Keywords: smart apps creator, android application, learning media, islamic education, elementary school.AbstrakPenelitian ini dilatarbelakangi oleh pentingnya membuat media pembelajaran digital, mengingat pembelajaran yang dilakukan saat ini berada di era digital. SAC adalah perangkat lunak untuk membuat aplikasi tanpa harus melalui kode pemrograman. Penelitian ini bertujuan untuk menghasilkan produk media pembelajaran aplikasi android berbasis SAC untuk meningkatkan pemahaman siswa tentang materi PAI di sekolah dasar. Metode penelitian yang digunakan adalah R&D, dengan desain 4D (define, design, develop, dan diseminasikan). Temuannya adalah: Media pembelajaran untuk aplikasi andorid berbasis SCA ini diberi nama aplikasi SAHIH, singkatan dari "Sahabat Fikih". Aplikasi SAHIH merupakan media pembelajaran android berbasis SAC yang dibuat untuk materi menyambut pubertas di kelas IV SD. Aplikasi SAHIH dibuat berdasarkan analisis kebutuhan dan analisis dokumen kurikulum merdeka. Aplikasi ini telah divalidasi oleh pakar media dan ahli materi dengan nilai yang sangat layak. Aplikasi SAHIH telah melalui tahap uji coba terbatas dan luas, dan telah mendapatkan penilaian yang sangat baik dan sangat layak, aplikasi ini juga telah diuji efektivitasnya. Dengan demikian, dapat disimpulkan bahwa aplikasi SAHIH dapat diterapkan pada pembelajaran PAI.Kata kunci: smart apps creator, aplikasi andorid, media pembelajaran, PAI, sekolah dasar.
Trend in the Learning Model of Islamic Education Over a Decade: A Bibliometric Review Umami, Novia Rizqiatul; Affandi, Akhmad; Arifuddin, Ahmad; Sofi, Muhammad Jauhari
Al-Tarbawi Al-Haditsah: Jurnal Pendidikan Islam Vol 10, No 1 (2025): PENDIDIKAN ISLAM
Publisher : Pendidikan Agama Islam, Fakultas Ilmu Tarbiyah dan Keguruann, IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/tarbawi.v10i1.18839

Abstract

This research aims to analyze publication trends related to learning models in Islamic Religious Education over the past decade using bibliometric analysis. The analysis was conducted using Scopus, Excel, and the VOSviewer application. The study covers the period from 2014 to 2024, identifying a total of 233 relevant articles. The results indicate a significant increase in publications on learning models each year, with 2022 having the highest number. Indonesia remains the most active country in publishing research on this topic until 2024. The three leading journals in this field are Jurnal Pendidikan Islam, Faculty of Education and Teacher Training, UIN Sunan Gunung Djati Bandung; Jurnal Pendidikan Agama Islam, Department of Islamic Religious Education, Faculty of Tarbiyah and Teacher Training, UIN Sunan Kalijaga Yogyakarta; and Multidisciplinary Digital Publishing Institute (MDPI) in third place. The most productive affiliations are Universitas Pendidikan Indonesia and UIN Sunan Gunung Djati Bandung. In addition, five authors, i.e. Kistoro, H.C.A; Rahmat, M; Supriyadi; Syafii; and Tambak, S, have each published at least three articles on the topic. These findings imply that research on learning models in Islamic Religious Education is expected to remain popular in the coming decades.Keywords: Learning Models, Islamic Religious Education, Bibliometric Analysis.
The Effect of Virtual Reality (VR) Learning Media on Enhancing Critical Thinking Skills in Science Subjects among 4th Grade Students at an Integrated Islamic Elementary School Absor, Ulil; Atikoh, Nur; Arifuddin, Ahmad
Indonesian Journal of Elementary Education and Teaching Innovation Vol 4, No 2 (2025)
Publisher : Alma Ata University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/ijeeti.2025.4(2).141-155

Abstract

Due to repetitive, teacher-centered education, which makes students passive and less involved in the learning process, SDIT Al-Ishlah Sudimampir students' critical thinking abilities in scientific classes are low.  Virtual reality (VR) media is thought to be able to offer a stimulating educational experience and can improve 21st-century abilities, especially critical thinking.  This study intends to: (1) investigate the use of Virtual Reality (VR) learning materials in Natural Science (IPA) courses for fourth-grade students at SDIT Al-Ishlah Sudimampir; (2) evaluate the enhancement of critical thinking abilities among fourth-grade science learners following the use of VR-based learning materials; and (3) ascertain if employing VR learning materials has a greater influence on fourth-grade pupils at SDIT Al-Ishlah Sudimampir than using traditional media (PowerPoint). This study used a Nonequivalent Control Group Design using a quantitative methodology. 52 students made up the sample, which was split into two groups: a control group (25 students using PowerPoint) and an experimental group (27 students using VR). Pre-tests, post-tests, and observation sheets were used to gather data, which were then analyzed using both descriptive and inferential statistical techniques. The study's findings demonstrate that: (1) the use of virtual reality learning materials was effective, as demonstrated by observational data showing that student participation in the experimental class and the learning implementation both achieved an exceptional category (100%); (2) After using VR learning materials, students' critical thinking abilities significantly improved, as evidenced by the experimental group's average pre-test score of 51.85, which rose to 86.67 in the post-test; and (3) the Independent Samples T-test showed a significant difference between the two groups, with a Sig. (2-tailed) value of 0.000 (< 0.05). The experimental group's average N-Gain score was 0.756 (high category), which was significantly higher than the control group's 0.519 (medium category). These results showed that the learning medium had a substantial impact on students' critical thinking abilities, leading to the rejection of the null hypothesis (H₀) and the acceptance of the alternative hypothesis (H₁). Thus, it can be said that using Virtual Reality (VR) learning materials significantly improves students' capacity for critical thought.