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PENANAMAN NILAI-NILAI PENDIDIKAN ISLAM DALAM PEMBINAAN KARAKTER PESERTA DIDIK Hijrawati Sehu; Sri Lestari; Aulia Rezkyana Agus; Bahaking Rama
Jurnal Riset Evaluasi Pendidikan Vol. 1 No. 4 (2024): JREP
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/jrep.v1i4.2279

Abstract

Tulisan ini bertujuan untuk mengkaji esensi penanaman nilai-nilai pendidikan Islam serta upaya implementasinya dalam pembentukan karakter peserta didik. Penelitian ini menggunakan metode kajian pustaka dengan pendekatan kualitatif, memanfaatkan berbagai sumber seperti buku, catatan, artikel, dan hasil penelitian terdahulu. Berbagai konsep yang dikumpulkan dianalisis untuk memahami hakikat nilai-nilai pendidikan Islam dan penerapannya dalam pembinaan karakter peserta didik. Hasil penelitian menunjukkan bahwa pendidikan Islam dan pembentukan karakter berfungsi sebagai landasan untuk mendorong manusia memiliki itikad baik dalam mengembangkan ilmu pengetahuan dan memenuhi kebutuhan manusia melalui aktivitasnya. Pendidikan Islam mampu membangkitkan kesadaran individu sebagai seorang Muslim yang bertanggung jawab terhadap diri sendiri, masyarakat, dan umat. Di sisi lain, pendidikan karakter berperan dalam membangun integritas pribadi yang kokoh, bijaksana, serta mampu menghindarkan peserta didik dari sikap mental nihilisme, hedonisme, dan alienasi intelektual.
SOSIALISASI PENGGUNAAN GAMIFIKASI WAYGROUND DAN GENIALLY DALAM UPAYA PENINGKATAN EFISIENSI DAN KUALITAS PEMBELAJARAN Agustan; Hamdana Hadaming; Nabila Indana; Hijrawati Sehu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 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.v11i01.40321

Abstract

This article discusses the problem of low learning efficiency and limited student engagement caused by the predominance of conventional instructional methods that are less adaptive to the characteristics of digital-native learners. The purpose of this study is to describe the socialization and implementation of Wayground and Genially gamification platforms as an effort to improve the efficiency and quality of learning. This study employed a community service-based descriptive approach through socialization, training, and mentoring activities involving teachers as participants. The stages included needs analysis, introduction to the features of Wayground and Genially, hands-on practice in designing gamified learning media, and evaluation through observation and participant response questionnaires. The results showed that the socialization program increased teachers’ understanding and skills in utilizing gamification-based digital media. Participants were able to design interactive learning activities, quizzes, and visual content that supported more efficient classroom management and more engaging learning processes. Furthermore, the implementation of Wayground and Genially contributed to increased student motivation, more active participation, and more effective use of instructional time. In conclusion, the socialization of Wayground and Genially gamification has proven to be a practical strategy to enhance both the efficiency and quality of learning, as well as to support teachers in developing innovative, interactive, and technology-integrated instructional practices.