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Rasyid Anwar Dalimunthe
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+6281396663843
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Editorial Address
http://jurnal.staiserdanglubukpakam.ac.id/index.php/bilqolam
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Sumatera utara
INDONESIA
Jurnal Bilqolam Pendidikan Islam
ISSN : 27465454     EISSN : 27465462     DOI : 10.51672
Core Subject : Education,
The Bilqolam Journal of Islamic Education is an online publication media that aims to produce scientific articles where each article will be peer reviewed, peer reviewed, or peer assessment. And scientific articles that are targeted by the Bilqolam Journal of Islamic Education are research that is in accordance with the needs of the times and is very closely related to the world of Islamic religious education. So specifically the Bilqolam Journal discusses students, teachers or educators, curriculum, methods, evaluation, environment, educational infrastructure.
Arjuna Subject : Umum - Umum
Articles 193 Documents
THE IMPLEMENTATION OF THE NUMBERED HEADS TOGETHER (NHT) MODEL BASED ON QUESTION CARD MEDIA: IMPROVING IRE LEARNING OUTCOMES Eka Aryani; Farida Farida; Robiyah Nur
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.917

Abstract

This study investigates the effect of implementing the Numbered Heads Together (NHT) cooperative learning modelsupported by Question Card media on students’ learning outcomes in Islamic Religious Education (PAI) at SMP Negeri 1 Ambarawa. A quasi-experimental design was employed involving two groups: an experimental group receiving instruction through the NHT model assisted by Question Card media and a control group taught using the conventional lecture-based method. Students’ learning outcomes were assessed through a post-test designed to measure conceptual understanding and critical thinking skills. The data were analyzed using both descriptive and inferential statistics to identify differences in learning outcomes between the two groups. The findings indicate that the NHT model assisted by Question Card media has a statistically significant positive effect on students’ learning outcomes, particularly in promoting classroom engagement and enhancing critical thinking skills. The implementation of this model also fostered a more interactive and collaborative learning environment, enabling students to participate more actively in the learning process and to develop a deeper understanding of the instructional material. This study offers practical and theoretical contributions to the development of media-assisted cooperative learning approaches for improving the quality of Islamic Religious Education instruction at the secondary school level.
DEVELOPMENT OF SMART ROUTE GAME MEDIA TO IMPROVE STUDENTS' COGNITIVE ABILITIES IN THE SUBJECT OF ISLAMIC CULTURE AND HISTORY IN CLASS VII MTS SYI'AR ISLAM Nurul Laela; Rr Kusuma Dwi Nur Ma’rifati
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.931

Abstract

A common problem in Islamic Cultural History (ISCR) teaching is the low cognitive abilities of students due to the use of conventional learning methods that do not actively involve students in the learning process. This condition causes students to tend to be passive, unenthusiastic, and have difficulty understanding the material in depth. In response to this phenomenon, this study aims to initiate the development of game-based learning media through the Smart Route Game and to determine the effect of its use on improving students' cognitive abilities. The research method applied is Research and Development (R&D) with a 4D model that includes the Define, Design, Develop, and Disseminate stages, which in its implementation is limited to the Develop phase. This study involved 25 seventh-grade students at MTs Syiar Islam Maibit as trial subjects. Data collection instruments included tests, questionnaires, observations, and interviews, with data analysis techniques using descriptive statistics and N-gain calculations. The results indicate that the Smart Route Game media is categorized as very suitable for use, referring to the validation score from material experts of 88.6% and media experts of 97.9% after going through the revision stage. Furthermore, there was a significant increase in the average student score from 64.88 to 85.2, indicating an effective improvement in cognitive abilities. The positive response from users (teachers and students) also reinforces the conclusion that the Smart Route Game is an interactive learning tool capable of creating a more interactive and enjoyable learning environment and enhancing students' cognitive abilities in the subject of Islamic Cultural History.
DEVELOPMENT OF QR CODE-BASED TV BOX MEDIA TO IMPROVE STUDENTS' MEMORY ABILITIES IN THE FIQH SUBJECT AT MTsN 1 TUBAN Alfi Manzilatir Rohmah; Rr. Kusuma Dwi Nur Ma’rifat
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.933

Abstract

The low memory capacity of students in the subject of Fiqh is one of the obstacles in achieving learning outcomes, especially in conceptual and procedural materials. This condition is influenced by the use of learning methods that are still monotonous and the lack of utilization of interactive learning media that can help students understand and remember the material optimally. As a result, students have difficulty in retaining the information that has been learned for a certain period of time. This study aims to develop a QR Code-based TV Box media as an interactive learning tool to improve retention or memory of grade VIII students at MTsN 1 Tuban in the subject of Fiqh. This study uses the Research and Development (R&D) method with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. The feasibility of the media was tested through validation by material experts and media experts, while the effectiveness of the media was analyzed using a pretest-posttest design with N-Gain calculations. The validation results showed that the media obtained a percentage of 87.27% from material experts and 99.00% from media experts with an overall average of 93.14% which is included in the very valid category. The effectiveness test showed an increase in the average student score from 62.4 in the pretest to 81.2 in the posttest with an N-Gain value of 0.5, which is in the moderate category. Furthermore, student response to the use of the media reached 87.14% and teacher response was 96.84%, both of which are in the very good category. The findings of this study prove that the integration of QR Code-based TV Box media can create more interactive, engaging, and effective Fiqh learning in strengthening students' memory.
DEVELOPMENT OF HOTS-BASED EDUCATIONAL MONOPOLY BOARD GAME MEDIA TO IMPROVE STUDENTS' ANALYTICAL ABILITIES IN THE CREED AND MORALS SUBJECT IN GRADE VIII MTsN 3 TUBAN Karara Dwi krisnaeni; Muslimin Muslimin
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.934

Abstract

This research is motivated by the low analytical ability of eighth grade students in the subject of Akidah Akhlak at MTsN 3 Tuban, which is caused by the limited use of Higher Order Thinking Skills (HOTS)-based learning media. The learning process is still dominated by conventional methods causing students to be less active in critical thinking, analyzing problems, and connecting material with everyday life. Therefore, this study aims to produce a HOTS-based educational monopoly board game media that is valid, practical, and effective in improving students' analytical abilities in Akidah Akhlak learning. This study uses the Research and Development (R&D) method with a 4D development model that includes the define, design, develop, and disseminate stages. The research subjects consisted of 28 eighth grade students of MTsN 3 Tuban. Data collection instruments include expert validation sheets, practicality observation sheets, teacher response questionnaires, and pretest and posttest tests. The results showed that the HOTS-based educational monopoly board game media obtained a validity level of 90.4% with a very valid category. The practicality level of the media based on student observations and teacher responses reached 87.3% with a very practical category. Meanwhile, the effectiveness of the media is shown by the increase in the average student score from 64.11 in the pretest to 92.68 in the posttest, with an average N-Gain value of 0.79 which is included in the high category. In addition, all students or 100% of students successfully achieved the Minimum Completion Criteria (KKM) in the posttest. Thus, the HOTS-based educational monopoly board game media is declared feasible and effective for use in improving students' analytical abilities in learning Akidah Akhlak.
DEVELOPMENT OF SIMULATION-BASED 3D EDUCATIONAL REPLICA MEDIA TO IMPROVE STUDENTS' PSYCHOMOTORIC ABILITIES IN FIQIH MATERIAL IN CLASS VII AT MTs SYIAR ISLAM MAIBIT Dewi Purwani; Moh. Mundzir
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.935

Abstract

The low psychomotor abilities of students in Fiqh learning at MTs Syiar Islam Maibit are caused by the dominant use of lecture methods and the lack of concrete, innovative, and interactive learning media. This condition results in students being less active in understanding and practicing worship materials, especially prayer materials in various situations. This study aims to produce a valid, practical, and effective simulation-based 3D educational replica media in improving the psychomotor abilities of seventh-grade students on prayer materials in various situations. This study uses the Research and Development (R&D) method with a 4D development model that includes the define, design, develop, and disseminate stages. The validation process is carried out by material experts and media experts to determine the level of product feasibility, while the practicality of the media is measured through teacher and student response questionnaires. The effectiveness of the media is analyzed using observation sheets of students' psychomotor abilities before and after using the media with N-Gain calculations. The results of the study showed that the level of media validity was very high, with a percentage of validation from material experts of 96%, media experts of 98.57%, and teacher responses of 96.67%, all of which were in the very valid and very suitable category for use. In addition, student responses to the practicality of the media reached 91.88% with a very practical category. The use of the media was also proven to be effective in improving students' psychomotor abilities, indicated by an increase in observation scores from an average of 66.00% to 95.00%, as well as an average N-Gain value of 0.85 which was included in the high category. Thus, the simulation-based 3D educational replica media was declared suitable, practical, and effective for use in Fiqh learning.
THE ROLE OF THE RADIO-BASED ON-AIR TAHFIDZ PROGRAM IN STRENGTHENING MOTIVATION AND CONSISTENCY OF STUDENTS' MURAJA'AH OF AL-QUR'AN MEMORIZATION AT MA SAINS BINA INSAN KAMIL TUBAN Ulmi Farihah; M. Fauzi
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.936

Abstract

This research is motivated by the low motivation, discipline, and consistency of students' recitation of the Qur'an in memorization learning, so that learning innovations are needed that can increase student enthusiasm and involvement in a sustainable manner. As an effort to address this problem, MA Sains Bina Insan Kamil Tuban developed a radio-based On-Air Tahfidz Program as an interactive, educational, and inspiring tahfidz learning medium. This study aims to describe the implementation of the On-Air Tahfidz Program, analyze its role and impact on students' motivation and consistency of recitation, and examine the program's implementation through a SWOT analysis. This study uses a qualitative method with a case study approach. The research subjects consisted of the madrasah principal, tahfidz assistant teachers, radio operators, and student participants in the program. Data collection techniques were carried out through observation, in-depth interviews, and documentation. Data analysis used the Miles and Huberman model which includes data reduction, data presentation, and conclusion drawing, while data validity was obtained through source and technique triangulation. The research results show that the On-Air Tahfidz Program was implemented systematically through planning, broadcasting, intensive guidance, and periodic evaluation. This program has been proven to increase students' learning motivation, discipline, self-confidence, and consistency in their recitation, as well as helping improve the quality of their Quran reading and memorization. A SWOT analysis shows that the program has significant strengths and opportunities to be developed as a media-based tahfidz learning innovation in madrasah environments.
PENINGKATAN KEMAMPUAN BACA TULIS AL-QUR’AN MELALUI PROGRAM BINA BACA QUR’AN (BBQ) PADA PESERTA DIDIK DI SMA YP UNILA BANDAR LAMPUNG apriliawati Wati; Damanhuri Damanhuri; Agus Susanti
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.939

Abstract

High school students’ ability to read and write the Qur’an remains relatively low, particularly in mastering tajwid, the correct articulation of Arabic letters (makhārij al-ḥurūf), tartil, waqaf rules, reading fluency, and the accurate writing of Arabic script and vowel marks. This condition was reflected in the pre-cycle assessment results, which showed an average score of 63.57 with a learning mastery rate of only 28.57%, far below the Minimum Mastery Criteria (KKM) of 80. These findings indicate the need for an effective and systematic learning program to improve students’ Qur’anic literacy skills. Therefore, this study aimed to enhance students’ ability to read and write the Qur’an through the implementation of the Quranic Reading Development Program (BBQ). This study employed a Classroom Action Research (CAR) design conducted in two cycles, with each cycle consisting of planning, implementation, observation, and reflection stages. Data were collected through tests, classroom observations, interviews, and documentation, while data analysis was carried out using a quantitative descriptive approach. The findings demonstrated a gradual and significant improvement in students’ competencies. In Cycle I, the average score increased to 67.57 with a mastery rate of 37.14%. Furthermore, in Cycle II, students showed substantial progress, achieving an average score of 88.14 with a mastery rate of 80%, which exceeded the predetermined KKM. Thus, the BBQ program proved to be effective in improving students’ Qur’anic reading and writing skills in a gradual, structured, and sustainable manner.
ANALYSIS OF THE CONCEPT OF SINCERITY IN THE BOOK NASHAIHUL ‘IBAD AND ITS RELEVANCE TO THE ETHICS OF CHARITY (WORSHIP AND CONTENT) ON SOCIAL MEDIA OF GENERATION Z IN THE DIGITAL ERA Safinatul A Yun; M. Fauzi
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.943

Abstract

Sincerity is one of the fundamental values ​​in Islamic teachings, interpreted as an effort to purify intentions from all forms of riya (showing off), ujub (showing off), and worldly interests so that every deed is solely directed to Allah SWT. This concept is explained in depth in Nashaihul ‘Ibad, which emphasizes the importance of purity of heart in every form of worship and human behavior. From a Sufi perspective, sincerity is not only understood as a spiritual dimension, but also as a moral foundation that determines the quality of one’s deeds before Allah. However, the development of the digital era has presented new challenges in implementing the value of sincerity, especially for Generation Z who grew up and developed amidst social media culture. Generation Z is known as a generation that is very active in the digital space through various platforms such as Instagram, TikTok, YouTube, and X. Religious activities that were previously personal are now tending to shift to become more open and performative. Phenomena such as sharing worship activities, alms, studies, and religious content are often accompanied by an orientation towards social validation in the form of likes, views, comments, and followers. This condition can influence the orientation of intentions in deeds, thus giving rise to the potential for digital riya (showing off) and the search for public recognition. Therefore, this study aims to analyze the concept of sincerity in Nashaihul ‘Ibad and its relevance to the ethics of charity and content for Generation Z in the digital era. This aims to develop a digital ethic grounded in Islamic spiritual values ​​and strengthen contemporary Sufism studies.
English English Adita Maharani; Syaiful Anwar; M. Indra Saputra
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.945

Abstract

This study aims to analyze the effect of the application of the SSCS (Search, Solve, Create, and Share) learning model on student learning outcomes in the subject of Islamic Cultural History (SKI) at MTs Darul Huda Bandar Lampung, especially in improving higher-order thinking skills in the cognitive domain C6 (creating). The study used a quantitative approach with a quasi-experimental method through a post-test only control group design. The research sample consisted of two classes, namely class VIII A as the experimental group that implemented the SSCS model and class VIII C as the control group that used conventional learning. The research instrument was a multiple-choice test that had passed validity and reliability tests with a Cronbach's Alpha result of 0.617 indicating an adequate level of reliability. Data analysis was carried out using an independent sample t-test. The results showed a significance value of 0.015 <0.05, so there was a significant difference between student learning outcomes in the experimental class and the control class. This finding proves that the SSCS learning model is effective in improving student learning outcomes in the SKI subject. The novelty of this study lies in the application of the SSCS model in the context of learning Islamic Cultural History which is still rarely studied. In addition to improving learning outcomes, the SSCS model is also able to encourage active student involvement, creativity, problem-solving abilities, and higher-order thinking skills, thus contributing to the development of innovative learning strategies in Islamic education.
ROBLOX ROLE-PLAY MEDIA DEVELOPMENT TO IMPROVE PRACTICAL SKILLS OF HAJJ UMRAH MANASIK AT MTSN 1 TUBAN Abdul Khamid Nasimul Askhia; Isnawati Nur Afifah Latif
Jurnal Bilqolam Pendidikan Islam Vol. 7 No. 1 (2026): Januari-Juni 2026
Publisher : Prodi PAI Sekolah Tinggi Agama Islam Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/jbpi.v7i1.950

Abstract

A Roblox-based role-play learning medium was developed to support the teaching of Hajj and Umrah practice materials at MTsN 1 Tuban. The development process applied a Research and Development approach using the ADDIE model. The product trial involved 34 eighth-grade students and employed a one-group pretest-posttest design. The data were obtained through expert validation sheets, teacher and student response questionnaires, classroom observation, and performance-based assessment. Expert appraisal indicated that the media achieved a score of 90% from the material expert and 94% from the media expert, placing it in the highly valid category. In terms of practicality, the teacher response reached 90%, while the student response reached 87%, indicating that the media was easy to use in the learning process. The improvement in students’ practical skills was reflected in the increase of the average pre-test score from 60 to 90 in the post-test, with an N-Gain score of 0.75 in the high category. These findings indicate that Roblox-based role-play media is feasible as an alternative tool for Islamic jurisprudence learning, particularly in helping students understand the stages of Hajj and Umrah practices in a more visual, interactive, and procedural way.