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NILAI KEIMANAN DALAM SASTRA SUFISTIK TERNATE: SUATU KAJIAN KETASAWUFAN Halil, Muamar Abd.; Abasa, Rafik; Abdullah, Taib
Cakrawala Bahasa Vol 14, No 2 (2025): Edisi Oktober 2025
Publisher : FKIP Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/j.cakra.v14i2.11390

Abstract

The purpose of this study is to describe the Faith Values of Ternate Sufi Literature, using the theories of Sufism, Meaning, Values, and Sufism. The method used in this study is descriptive with a qualitative approach. This study takes Ternate Sufi literature as its object of study by looking at the elements of Sufism contained therein. Ternate Sufi literature has deep meanings in accordance with the teachings of the Qur'an and Hadith. Values are the essence of life, which are born from agreed-upon culture and norms. The results of this study found that there are 3 values contained in Ternate Sufi literature, namely; 1) Faith Values, 2) Worship Values (Shari'ah), and 3) Moral Values. However, what is analyzed is the Faith Value. This classification is based on the explanation of the Prophet Muhammad SAW to the Angel Gabriel regarding the meaning of Faith, Islam, and Ihsan which are essentially the same as faith, sharia and morals.
Enhancing Learning Outcomes, Motivation, and Self-Efficacy in Sociodrama through a Blended Spinner Application and Role-Playing Method Abasa, Rafik; Kurniawan, Roni; Abdy, Iwan; Rahmadani, Andi; Pamuti, Pamuti; Susilawati, Lis
Jurnal Ilmiah Global Education Vol. 7 No. 1 (2026): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v7i1.5202

Abstract

This study addresses the challenge of low student engagement and performance in sociodrama within secondary education. Conventional teaching methods often lead to passive learning, lack of confidence, and inadequate understanding of role-playing techniques. The aim of this research is to investigate the effectiveness of a blended pedagogical approach combining a digital Spinner Application and Sociodrama (Role-Playing) to enhance learning outcomes, motivation, and self-efficacy among students. The research employed a Classroom Action Research (CAR) design, conducted over two cycles with 30 Grade XI Social Studies students at MAN 1 Ternate City, Indonesia. Methods included direct observation, performance rubrics, and pre- and post-intervention questionnaires measuring motivation and self-efficacy using a 5-point Likert scale. The results showed significant improvements: average spontaneity scores rose from 83.33 (Cycle I) to 88.67 (Cycle II), and structured performance scores increased from 82 (pre-test) to an average of 89.5 (Cycle II). Motivation increased by 63.4% and self-efficacy by 76.8%. The blended method successfully reduced anxiety, increased participation, and improved both cognitive and affective learning domains. These findings support the integration of gamification and experiential learning in drama education.