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Jalan Lingkok Pandan No 208 Kwang Datuk, Desa Selebung Ketangga, Kec. Keruak, kab. Lombok Timur, Prov. Nusa Tenggara Barat, Indonesia
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INDONESIA
ANWARUL: Jurnal Pendidikan dan Dakwah
Published by Lembaga Yasin Alsys
ISSN : 28091043     EISSN : 28087895     DOI : -
This journal was published by Lembaga Yasin alSys which was published six times a year, February, April, June, August, October, December with a minimum of 5 articles.
Articles 445 Documents
Integrasi Kearifan Lokal dalam Pembelajaran Matematika Dasar pada Mahasiswa Fitri Rezkiamaliah; Abdul Majid
ANWARUL Vol 6 No 4 (2026): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v6i4.11462

Abstract

Basic Mathematics learning is still generally understood as a formal calculation activity that is disconnected from students’ managerial needs, social lives, and cultural values. This condition indicates the need for a learning model that integrates numeracy competencies with students’ sociocultural contexts. This study aims to formulate a model for integrating local wisdom into Basic Mathematics learning for students of the Islamic Education Management Study Program at STAI DDI Pangkep. The study employed a descriptive qualitative approach using an integrative literature review and contextual analysis. The data sources consisted of 35 scholarly articles published between 2020 and 2025 that discussed ethnomathematics, numeracy literacy, local wisdom-based learning, and the value of siri’ na pacce in education. The data were analyzed through the stages of theme identification, concept categorization, critical synthesis, and the formulation of an implementable model. The results indicate that the integration of local wisdom can be implemented through four main patterns: contextualizing materials on numbers, percentages, ratios, basic statistics, and mathematical logic; using sociocultural cases from Pangkep; strengthening the value of siri’ na pacce in the learning process; and implementing project-based numeracy assessment. This integration has the potential to strengthen numeracy literacy, logical reasoning, academic honesty, responsibility, and decision-making skills among Islamic Education Management students. This study concludes that local wisdom-based Basic Mathematics learning can serve as a contextual approach that connects numeracy competencies with Islamic values and Bugis-Makassar culture. These findings provide a conceptual contribution to the development of contextual mathematics learning and practical implications regarding the need to systematically develop local wisdom-based Basic Mathematics modules.
Model Pembelajaran Kurikulum Merdeka Belajar pada Bidang Studi PAI di SMA Abi Huroiroh Perak Jombang Mochamad Mansur; Muhammad Khoirur Roziqin; Zaki Ahmad Fauzan
ANWARUL Vol 6 No 4 (2026): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v6i4.11526

Abstract

The implementation of the Kurikulum Merdeka in pesantren-based schools faces challenges related to inadequate teacher preparedness and limited technological facilities, particularly the policy prohibiting students from using digital devices. This study aimed to analyze the implementation of the Kurikulum Merdeka learning models in Islamic Religious Education (PAI) at SMA Abi Huroiroh Perak Jombang and identify the challenges and solutions in their implementation. The study employed a qualitative approach with a descriptive design. Data were collected through observation, interviews, and documentation involving teachers, the vice principal for curriculum affairs, and students as research informants. The results showed that the Kurikulum Merdeka was implemented through Project-Based Learning (PjBL) and Problem-Based Learning (PBL). The implementation of both models supported improvements in student engagement, critical thinking skills, and the application of Islamic values in learning. The challenges identified included teachers’ limited ability to develop learning modules, time constraints, students’ adaptation to learning patterns, and inadequate interactive facilities. These challenges were addressed through teacher training and mentoring and by adapting the learning process to pesantren conditions. This study confirms that the implementation of PjBL and PBL can support improvements in the quality of Islamic Religious Education and the development of students’ Islamic character despite limited digital infrastructure. These findings provide practical implications for pesantren-based schools in flexibly adapting the Kurikulum Merdeka according to institutional characteristics, students’ needs, and the availability of learning facilities.
Rancang Bangun Augmented Reality Book Meneladani Kisah Umar bin Khattab Haiva.J.; Chintiya Larashati
ANWARUL Vol 6 No 4 (2026): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v6i4.11600

Abstract

Although augmented reality-based character education media have been widely developed, the integration of the exemplary story of Umar bin Khattab, motion graphics, storybooks, and parental assistance into a single learning medium remains limited. This study aimed to design and evaluate the Augmented Reality Book Meneladani Kisah Umar bin Khattab as a character education medium for children aged 5–12 years. The study employed a mixed-methods approach with descriptive analysis and a 4D research and development design comprising the define, design, develop, and disseminate stages. The study participants consisted of 20 respondents selected through purposive sampling. Data were collected through questionnaires, open-ended questions, a literature review, expert evaluation, alpha testing, and beta testing and were subsequently analyzed using quantitative descriptive and thematic analyses. The results showed that a printed book, two-dimensional illustrations, motion graphics, voice narration, and visual markers were successfully integrated through Artivive. Most users assigned scores of 4–5 to the attractiveness of the illustrations, ease of scanning, and comprehensibility of the story, while the delivery of honesty values and media feasibility predominantly received a score of 5. These findings indicate that the developed media are feasible for supporting character education through interactive multimedia and emphasize the importance of parental assistance in helping children understand exemplary values. This study contributes to the development of character education media that integrate storybooks and augmented reality technology, while future research should involve a larger sample, employ experimental testing, optimize file sizes, and develop an offline mode.
Pengembangan Media Pembelajaran Interaktif Berbasis Metakognitif untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis pada Materi Statistika Intan Permatasari; Andika Setyo Budi Lestari; Keto Susanto
ANWARUL Vol 6 No 4 (2026): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v6i4.11603

Abstract

Observations at SMP Negeri 2 Pasuruan showed that students continued to experience difficulties in solving mathematical problem-solving tasks in statistics. This condition was influenced by the use of learning media that were insufficiently interactive and unable to optimally facilitate metacognitive activities, while the development of metacognition-based interactive learning media at the junior high school level remains limited. This study aims to develop valid, practical, and effective metacognition-based interactive learning media to improve students’ mathematical problem-solving abilities. The study employed a research and development method using the 4D model, which comprises the define, design, develop, and disseminate stages. The study involved 31 Grade VIII-B students at SMP Negeri 2 Pasuruan who were selected through purposive sampling based on the subject teacher’s considerations. Data were collected through observation, documentation, expert validation sheets, teacher and student response questionnaires, and a mathematical problem-solving ability test. The data were analyzed using descriptive percentage analysis, a paired-samples t-test, and normalized gain. The findings showed that the developed learning media met the criteria for being highly valid, practical, and effective in improving students’ mathematical problem-solving abilities. These findings affirm that integrating metacognitive activities into interactive learning media can support more active and reflective mathematics learning and contribute to improving mathematical problem-solving abilities. This study may also serve as a reference for developing metacognition-based learning media across broader subject matter, educational levels, and sample sizes.
Studi Fenomenologis tentang Dampak Bermain Mobile Legends terhadap Motivasi dan Disiplin Belajar Mahasiswa Universitas KH. A. Wahab Hasbullah Muhammad Aditya Firmansyah; Septian Ragil Anandita
ANWARUL Vol 6 No 4 (2026): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v6i4.11612

Abstract

The high intensity of playing Mobile Legends has the potential to disrupt students’ academic life balance, particularly in terms of learning motivation and discipline. This study aims to examine in depth the impact of Mobile Legends gaming experiences on the learning motivation and discipline of students at Universitas KH. A. Wahab Hasbullah. The study employed a qualitative approach with a phenomenological design. Data were collected through in-depth interviews, participant observation, and documentation involving students who actively played Mobile Legends. The findings indicate that the game has a dual impact on students’ academic lives. On the one hand, Mobile Legends can enhance learning motivation by fostering a competitive spirit and providing mental relaxation. On the other hand, excessive gaming can reduce learning discipline by triggering procrastination and disrupting regular study schedules. These findings affirm that the impact of Mobile Legends on learning motivation and discipline is not absolute but depends on each individual’s self-control and time-management abilities. This study provides practical implications regarding the importance of strengthening self-regulation by establishing strict gaming time limits and the need for educational institutions to provide time-management education so that digital entertainment does not hinder students’ academic productivity.