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Analysis of the role of Islamic religious education in the formation of adolescent character Wieke, Erzy Asty; Lestari, Desi; Hadi, Zamarul; Yuriska, Yuriska; Nuraini, Putri; Muslimah, Umi; Hasibuan, Amin Rais
Cendikia : Media Jurnal Ilmiah Pendidikan Vol 15 No 4 (2025): March: Education Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/cendikia.v15i4.6182

Abstract

Islamic Religious Education (PAI) plays a crucial role in shaping the character of adolescents, especially amidst the moral challenges faced by the younger generation today. This study aims to explore how PAI can shape character based on Islamic values through a holistic approach in various environments, including family, school and community. A descriptive qualitative method was used to analyze the data obtained from the literature study. The results show that PAI include the integration of Islamic values in the curriculum, habituation of worship, as well as exemplary behavior from teachers and parents. This study emphasizes the importance of innovation in learning methods so that PAI remains relevant and effective in shaping adolescent character in the digital era.
Development of an E-Learning Module to Enhance Students’ Critical Thinking Skills in Indonesian Language Learning Wieke, Erzy Asty; Yuriska; Agung Setiawan; Sri Wahyudi
The Future of Education Journal Vol 4 No 5 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i5.540

Abstract

To enhance students' critical thinking skills in learning the Indonesian language, this study developed an e-learning module based on the ADDIE model. Utilizing Google Classroom, the program was made interactive through discussion boards, HOTS (Higher Order Thinking Skills) exercises, and digital resources. The results showed a significant increase in debate participation (from 30% to 75%) as well as improvements in analytical (from 65% to 88%), evaluative (from 50% to 82%), and argumentative (from 55% to 80%) skills. These findings align with constructivist theory, which views technology as a catalyst for active learning. With the provision of infrastructure and training, limitations such as teacher readiness and access to technology can be addressed. The study recommends developing similar modules for other subjects, incorporating advanced elements such as gamification.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF DENGAN PENDEKATAN LUTHER - SUTOPO DI SMKN 1 UJUNGBATU Wieke, Erzy Asty; Sri Wahyudi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.45573

Abstract

Advances in digital technology in the field of education call for innovations in learning media that align with the characteristics of Generation Z, who tend to be drawn to visual and interactive digital media. Selecting the right learning methods and media plays a crucial role in supporting the learning process. Based on observations at SMK Negeri 1 Ujungbatu, the Computer Science curriculum still relies on limited learning media, making it necessary to develop more engaging and accessible digital-based learning media. This study aims to develop flipbook-based learning media for the Computer Science subject, specifically on computer hardware material, for 10th-grade students at SMK Negeri 1 Ujungbatu. The method used in this study is the Multimedia Development Life Cycle (MDLC) with the Luther–Sutopo approach, which consists of six stages: concept, design, material collection, assembly, testing, and distribution. The resulting product is a flipbook-based e-module equipped with text, images, instructional videos, practice questions, and simple digital navigation. The media was tested through validation by subject matter experts, media experts, and Computer Science teachers. The validation results showed a percentage of 92.5% from subject matter experts, 87.5% from media experts, and 90% from subject teachers, all categorized as highly valid. Based on the research findings, the flipbook-based learning material developed was found to be highly valid and can be used as a supplementary learning resource for computer science at SMK Negeri 1 Ujungbatu.