Azizah, Alfina Amalia
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Learning Interest: How Does The Experimentation of the Team Games Tournament Learning Models? Azizah, Alfina Amalia; Sari, Fintia Monica; Helvita , Helvita; Zahra, Hilda Aulia; Nirwani, Ines Putri; Azizah, Nurul
Action Research Journal Indonesia (ARJI) Vol. 7 No. 3 (2025): Action Research Journal Indonesia (ARJI)
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/arji.v7i3.428

Abstract

The low interest in learning of students, especially in terms of involvement and interest in learning, is the background of this study. This study aims to determine the effect of the Teams Games Tournament (TGT) learning model on students' interest in learning in the subject of Islamic Religious Education (PAI) in class VIII of SMP Negeri 23 Bandar Lampung. This study uses a quasi-experimental quasi-quantitative technique. The sample consists of two classes, namely the experimental class with the TGT model and the control class with conventional learning. The basic random sampling method can be used with the spin-the-wheel program. With a significance value of the TGT class of 0.04 ± 0.05, the normality test shows from the results of the study that the experimental and control classes are normally distributed. The homogeneity test produces homogeneous data and the results are 0.341> 0.05. Data were obtained through a questionnaire and t-test analysis was carried out. The results showed that students in both classes had slightly different learning interests; Students who studied with the TGT approach showed higher enthusiasm in learning. Thus, the TGT model helps increase junior high school students' curiosity about PAI.
When Da'wah Content Becomes a Trend: IRE Students’ Perspectives on the Phenomenon of Digital Da'wah on Campus Azizah, Nurul; Rahmawati, Eti; Putri, Esha Aulia Septia; Dwina, Indri; Kurniawati, Icha; Azizah, Alfina Amalia
Action Research Journal Indonesia (ARJI) Vol. 7 No. 2 (2025): Action Research Journal Indonesia (ARJI)
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/arji.v7i2.439

Abstract

This study was conducted to examine the low level of active involvement among Islamic Religious Education (IRE) students in producing valid and responsible digital da'wah content, despite their religious background and access to social media. This study aims to explore the perspectives of Islamic Education (IE) students on the growing phenomenon of digital da'wah on social media. Using a descriptive qualitative approach, data were collected through in-depth interviews, participatory observation, and documentation involving fifteen IRE students at the State Islamic University Raden Intan Lampung. The data analysis technique used was snowball sampling, which is effective for exploring IRE students' perspectives on their involvement in producing digital da'wah content. The findings reveal that digital da'wah through platforms such as TikTok, Instagram, and YouTube has a positive impact in strengthening students' religious understanding and behavior. Students appreciate the delivery of da'wah content that is creative, concise, and easy to understand. However, the study also identifies significant challenges, including the spread of unverified content, negative audience responses, and the low level of active participation of IRE students in producing da'wah content. This study indicates that students need to be further encouraged to enhance their skills and understanding of digital da'wah, so they can be more active and responsible in creating quality content that has a positive impact. This research recommends strengthening digital da'wah literacy, providing creative content training, and integrating the IRE curriculum with digital communication skills so that students can become not only consumers but also active and responsible producers of da'wah.
Learning Interest: How Does the Effective of the Game-Based Learning and Team Games Tournament Models? Azizah, Alfina Amalia; Azizah, Nurul; Baharudin, Baharudin; Asiah, Nur; Fakhri, Jamal
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (1)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i1.939

Abstract

Education in Indonesia is a fundamental right crucial for national development. Despite continuous progress, the quality of education still faces significant challenges, such as a lack of facilities, infrastructure, and professional educators. In the 5.0 era, education must become more inclusive, skill-based, and relevant to current developments. Teachers are required to develop engaging learning models to enhance students’ motivation, interest, and active participation. This study aims to determine the effectiveness of implementing Game-Based Learning (GBL) and Team Games Tournament (TGT) models on students’ interest in learning Islamic Education (IE) at SMP Negeri 23 Bandar Lampung. The research employed a quantitative approach with a quasi-experimental design. The experimental classes were VIII E and VIII F, while VIII H served as the control class. Post-test data collection used non-test instruments (questionnaires). The tests conducted included instrument tests (validity and reliability), prerequisite tests (normality and homogeneity), and hypothesis testing (One-Way ANOVA). The study results showed a reliability value of 0.696 > 0.6. In hypothesis testing using One-Way ANOVA, the significance value obtained was 0.001 < 0.005, leading to the rejection of H₀. It can be concluded that the GBL and TGT models are more effective in enhancing learning interest compared to conventional teaching methods. The implications of this study highlight the importance of integrating technology into ISLAMIC EDUCATIONlearning and the necessity for teachers to design adaptive and responsive teaching strategies. This study proposes a unique approach by combining Wordwall-based GBL and Educaplay-based TGT models, focusing on enhancing students' interest in learning Islamic education.