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INTERNALISASI NILAI AMANAH MELALUI PENDIDIKAN ANTI KORUPSI DALAM PENGUATAN KARAKTER INTEGRITAS PESERTA DIDIK Dewa Mahendra Adi Saputra; Samsuri; Ansori
IMTIYAZ: Jurnal Ilmu Keislaman Vol. 10 No. 2 (2026): Juni
Publisher : LPPM STAI Muhammadiyah Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/hjy41v89

Abstract

Corruption is a multidimensional problem that causes material losses, moral degradation, and weakened social integrity. This study aims to analyze the internalization of the value of amanah (trustworthiness) through anti-corruption education in strengthening students’ integrity character in schools. This research employed a qualitative approach using library research. Data were collected from books, journal articles, educational regulations, and previous studies related to anti-corruption education, character education, and amanah values in Islamic education. Data analysis used descriptive-analytical content analysis. The findings reveal that the internalization of amanah values can be implemented through integrated learning, school culture, teachers’ role modeling, and habituation of honest and responsible behavior. Anti-corruption education based on amanah values contributes significantly to strengthening students’ integrity character as a preventive effort against corruptive behavior from an early age. Therefore, anti-corruption education functions not only as knowledge transfer but also as a process of moral and ethical character formation.
EFEKTIVITAS MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DALAM MENINGKATKAN PEMAHAMAN KONSEP IPA Ansori
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 2 (2026): April
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/b57dyf77

Abstract

This study aimed to analyze the effectiveness of Augmented Reality (AR)-based learning media in improving science concept understanding among fifth-grade students at MI At-Taqwa Bondowoso. The research was conducted from August to September 2025 using a quasi-experimental design with a pretest-posttest control group format. The participants consisted of two classes: an experimental group that received AR-based learning and a control group that was taught using conventional instructional methods. The research instrument was a science concept understanding test that had been validated and tested for reliability. Data were analyzed using a paired sample t-test to measure improvements within each group, an independent samples t-test to examine differences between the two groups, and N-Gain analysis to determine the magnitude of conceptual improvement. The results indicated that the mean score of the experimental group increased from 58.40 to 84.20, while the control group improved from 57.80 to 71.60. The paired sample t-test showed significant improvements in both groups (Sig. 0.000 < 0.05), with a higher t-value in the experimental group (t = 14.562). The independent samples t-test revealed a significant difference between the two groups (t = 6.482; Sig. 0.000 < 0.05). The N-Gain score for the experimental group was 0.72 (high category), whereas the control group achieved 0.33 (moderate category). Therefore, AR-based learning media proved to be effective in enhancing science concept understanding among Madrasah Ibtidaiyah students.
TRANSFORMING INTEREST IN IPAS LEARNING THROUGH THE INTERACTIVE MEDIA “EDUCAPLAY FROGGY JUMPS” Dini Intan Fajriyah; Ansori
International Conference on Humanity Education and Society (ICHES) Vol. 5 No. 1 (2026): The 5th International Conference on Humanity Education and Society (ICHES)
Publisher : FORPIM PTKIS ZONA TAPAL KUDA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The digital transformation in education since 2020 has encouraged the use of technology as an interactive and meaningful learning tool. However, based on observations at MI Nurur Rahman Tamanan Bondowoso, student learning interest in Natural and Social Sciences (IPAS) is still relatively low due to monotonous learning and the abstract nature of the material. Therefore, interactive media is needed to address this problem, one of which is the implementation of the interactive media Educaplay Froggy Jumps. This study aims to determine the application of Educaplay Froggy Jumps interactive media in the subject of science at MI Nurur Rahman Tamanan Bondowoso in the 2025-2026 academic year, and the effect of the use of Educaplay Froggy Jumps interactive media on students' interest in learning science at MI Nurur Rahman Tamanan Bondowoso in the 2025-2026 academic year. This research uses quantitative research with an experimental approach. Data collection techniques include: 1) observation, 2) questionnaires, and 3) documentation. The analysis uses descriptive and inferential analysis with simple linear regression tests assisted by SPSS Version 25. The results of the study showed that the use of Educaplay Froggy Jumps interactive media significantly increased students' interest in learning science, with different average values indicated by the mean of the experimental class of 63.04 while the control class was 56.81. The results of the hypothesis test showed a significance value of 0.000 <0.05 and t count of 6.488> t table of 1.708, so that the alternative hypothesis (Ha) was accepted with a coefficient of determination of 62.7% indicating that the increase in students' interest in learning was significantly influenced by the use of Educaplay Froggy Jumps interactive media.