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Contact Name
Adam Mudinillah
Contact Email
adammudinillah@staialhikmahpariangan.ac.id
Phone
+6285379388533
Journal Mail Official
adammudinillah@staialhikmahpariangan.ac.id
Editorial Address
Jln. Batu Tujuh Tapak, Jorong Sungai Tarab, Kec. Sungai Tarab, Kab. Tanah Datar Prov. Sumatera Barat
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Kab. tanah datar,
Sumatera barat
INDONESIA
Journal Neosantara Hybrid Learning
ISSN : 29872316     EISSN : 2986979X     DOI : 10.70177/jnhl
Journal Neosantara Hybrid Learning provides pedagogical, learning and educational perspectives on topics relevant to the study, implementation and management of e-learning initiatives. Journal Neosantara Hybrid Learning has published regular issues since 2023 and averages 3 issues a year. The journal contributes to the development of both theory and practice in the field of e-learning. The Editorial team consider academically robust papers and welcome empirical research, case studies, action research, theoretical discussions, literature reviews and other work which advances learning in this field. All papers are double-blind peer reviewed.
Arjuna Subject : Umum - Umum
Articles 45 Documents
Empowering Autonomous Islamic Religious Education Learners With Technology-Enhanced Tools To Improve Performance And Self-Motivation Arafah, Abdul Latief Arung; Jiao, Deng; Selvia , Devi Sela Eka; Wang, Yuanyuan; Halim, Chandra
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.850

Abstract

Islamic religious education is an important part of the curriculum in many countries with a majority Muslim population. However, challenges in teaching Islam are often related to limited resources and lack of student involvement. The use of technology in learning can be a solution to improve the quality of Islamic learning and motivate students independently. This research also aims to determine the extent to which the application of gamification techniques can empower learners in the context of Islamic religious education. This research uses an experimental approach. Data about students' academic performance and level of self-motivation were collected through academic tests and questionnaires before and after treatment. The research results show that the use of technology-enhanced learning tools in Islamic learning significantly improves students' academic performance. Apart from that, it was found that the application of gamification techniques in learning also had a positive impact on students' self-motivation. Students who are involved in learning that uses technology and gamification techniques show a higher level of motivation in studying Islamic religious material compared to students who follow conventional learning methods. The conclusion of this research explains that the use of technology-enhanced learning tools and gamification techniques can be an effective strategy in improving students' academic performance and self-motivation in learning Islamic religion. The implementation of technology in Islamic learning not only enriches the learning experience, but also empowers students to become more active and enthusiastic autonomous learners.
Quizzz! As A Tool For Innovative Educational Gamification In Higher Education Handayani, Fitriah; Intes, Amina; Wibowo, Guntur Arie; Cahyono, Didik; Mardikawati, Budi
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.922

Abstract

Quizizz is a very useful gamification tool for use in innovative education in higher education. By using quizizz, can help and interest students in learning. In addition, by using Quizizz, can increase creativity, and can help evaluate learning easily. This research was conducted with the aim of seeing how effective the use of Quizizz is in higher education. Because in fact, the Quizizz application is a game-based application, which can involve the participation of all students in playing in class. The method used by researchers in examining Quizizz as a Tool for Gamification of Innovative Education in Higher Education is to use quantitative methods. The data obtained by the researcher was obtained from the results of the distribution of questionnaires. The distribution of the questionnaire carried out by the researcher was done online by using the Google From software. The results of the data acquisition will also be tested again using the SPSS application. From the research results, it can be known that Quizizz is very useful to be used in innovative education in higher education. Innovative education can be interpreted as a skillful, critical, and creative education. Therefore, Quizizz is very appropriate to be used as an innovative educational gamification tool in higher education, because Quizizz can present different learning materials than previous learning materials. From this research, researchers can conclude that with Quizizz, it can enable teachers to identify material that has not been mastered by students, and can measure the level of skills that have been improved by students. In addition, the use of Quizizz as gamification in universities can also train students independently to learn, such as making questions, as well as other interesting games that will be used to learn.
The Influence of Gamification Techniques on Students’ Learning Performance and Motivation in Learning: An Experimental Study Sappaile, Baso Intang; Xu, Shanshan; Oci, Markus; Xavier, Murphy; Halim, Chandra
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.935

Abstract

Innovative and engaging learning is becoming increasingly important in modern education. Gamification techniques, which adapt game elements to learning contexts, have attracted research interest as a potentially effective approach to improving student achievement and learning motivation. This research aims to evaluate the effect of gamification techniques on student achievement and motivation in learning. This research method uses an experimental approach with a randomized controlled design, involving two groups of students: an experimental group that applies gamification techniques and a control group that follows conventional learning. Data was collected through achievement tests, learning motivation questionnaires, and classroom observations. The results of this study explain that data analysis shows that students who were involved in learning using gamification techniques had significantly higher achievement than the control group. In addition, students’ learning motivation in the experimental group was also significantly higher than that in the control group. Classroom observations showed higher levels of engagement and participation from students in lessons that used gamification techniques. The conclusion of this research supports the idea that the use of gamification techniques in learning has a positive impact on student achievement and learning motivation. This shows the potential of gamification techniques as an effective tool in increasing the efficiency and effectiveness of learning. The practical implication of this research is that the gamification approach can be integrated into curriculum design to create a more interesting and encouraging learning environment for students. It is hoped that this research can further explore specific aspects of implementing gamification techniques in different educational contexts
Understanding The Concept And Application Of Islamic Education Evaluation Based On The Independent Curriculum In Junior High School Waliulu, Habiba; Cale, Woolnough; Nitin, Mahon; Bradford, Snyder; Halim, Chandra
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.937

Abstract

Islamic education in junior high schools plays an important role in shaping students' character and morality. In this context, the concept of Islamic education evaluation based on the Merdeka Curriculum emerged as an effort to improve the quality of learning and ensure its relevance to the needs of the times. This study aims to understand the concept and application of Islamic education evaluation based on the Merdeka Curriculum in junior high schools. This is done to explore the effectiveness of this evaluation method in improving students' understanding of Islamic values and to see the extent of the implementation of the Merdeka Curriculum in the context of religious education. This research uses a qualitative approach with a case study. Data were collected through classroom observations, interviews with teachers and students, and document analysis related to the curriculum and evaluation of Islamic education in junior high schools. The results showed that the evaluation of Islamic education based on the Merdeka Curriculum can improve students' understanding of Islamic teachings and integrate them into their daily lives. Teachers report that this method allows them to be more flexible in adjusting learning to student needs as well as providing more targeted feedback. The conclusion of this study highlights the importance of using Merdeka Curriculum-based Islamic education evaluation in junior high schools as an effort to increase the relevance of learning to the context of students' lives. Effective implementation of this concept requires strong support from the school and teachers, as well as a commitment to continuously develop evaluation methods that are in line with Islamic values and the demands of the times
Coping Strategies In Overcoming Academic Stress Among High School Students Handayani, Fitriah; Jonathan, Bouyea; Joshuar, Wang; Mark, Eladdadi; Halim, Chandra
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.939

Abstract

Academic stress is a problem often faced by high school students, it can affect their mental well-being and academic performance. Coping strategies play an important role in helping students deal with such stress. This study aims to explore various coping strategies used by high school students in dealing with academic stress and its impact on their mental well-being. This research uses a qualitative approach. Data were analyzed using the thematic analysis method to identify patterns of coping strategies used. The results of this study indicate that high school students use various coping strategies to deal with academic stress, such as social support from peers, exercise, and relaxation techniques such as meditation. Students also use problem-solving and cognitive restructuring strategies to change their perceptions of academic stressor situations. The conclusion of this research is that the coping strategies used by high school students play a very important role in helping them overcome academic stress and improve mental well-being. The importance of providing approaches in managing academic stress among students to promote their mental health. This research provides valuable insights for educators and counselors to develop appropriate interventions to support students to deal with academic stress more effectively.
Development Of E-Learning-Based Learning Media At Graha Nusantara University Alwendi, Alwendi; Hasibuan, Erwina Azizah; Mandopa, Andi Saputra; Adiguzel, Tufan
Journal Neosantara Hybrid Learning Vol. 1 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v1i3.171

Abstract

The rapid development of information technology in the age of globalization has enabled the development of better information services in education. One of the new innovations in the use of educational media and technology-based learning resources and information is e-learning. The term e-learning has a very broad meaning and many experts explain the definition of e-learning from different angles. E-learning, or electronic learning, is learning that uses electronic devices as learning media and the Internet for learning activities. The concept of e-learning has influenced the process of transforming traditional education into digital form, both in terms of content and system. In addition, internet media enables real-time or non-real-time interaction between teachers and students. In the current era of communication technology has experienced rapid development, the internet is one of the technologies that is currently developing very rapidly. The internet seems to have become a basic human need from the top to the bottom, from the elderly to the children, even the internet has also gone global so that this world feels without boundaries. We can get information and communication in an instant, even from parts of the world that are very far from where we are.
The Influence Of Project Based Learning (Pjbl) For Students Creative Thinking Ability Of Twelfth Grade At Yabhinka Welding Techniques Vocational High School In Cilegon Febnesia, Helleni; Iman, Atep; Supriyatna, Deddy
Journal Neosantara Hybrid Learning Vol. 1 No. 2 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v1i2.244

Abstract

The purpose of this study is to examine the impact of the Project Based Learning (PjBL) learning model on the creative thinking skills of Twelfth Class Welding Engineering students at Yabhinka Vocational High School in Cilegon. This research employs a quantitative approach and a quasi-experimental methodology. Students of Twelfth Class Welding Engineering at Yabhinka Vocational High School for the academic year 2020/2021 comprised the research sample, with of Twelfth Class Welding Engineering 1 comprising 18 student samples serving as the experimental class and class of Twelfth Class Welding Engineering 2 totaling 18 student samples serving as the control class. The data collection instrument was an essay-based, 10-question test of creative reasoning abilities. Examine the hypothesis using the Paired Sample t Test and Independent Test in this study. The posttest mean is 82.9, the mean observation value is 86.11, and the project mean is 84.14, according to the results of the study conducted in of Twelfth Class Welding Engineering 1, which employs the Project Based Learning (PjBL) learning model. of Twelfth Class Welding Engineering 2 students who did not use the Project Based Learning (PjBL) learning model achieved a posttest mean of 71.7, an observation mean of 74.56, and a project mean of 49.9. The results of hypothesis testing with the Independent t-test statistic show a significant value of 0.000 or less than 0.05, so it can be concluded that the Project Based Learning (PjBL) learning model has an effect on the creative thinking abilities of of Twelfth Class Welding Engineering.
Character Education Strategy In Improving Student Discipline At Islamic State University Higher Education Mahmud Yunus Batusangkar Putri, Rahayu Eka
Journal Neosantara Hybrid Learning Vol. 1 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v1i3.257

Abstract

The vulnerability of knowledge about discipline in the world of education today is the result of a lack of respect for others. Therefore, it is necessary to instill character education to make improvements in students so that it becomes a form of disciplined assessment of character formation in the educational environment. The role of character improvement in education is the aim of the author's research to analyze the extent to which character is implemented as a form of improving moral discipline among Islamic State University Higher Education Mahmud Yunus Batusangkar students. This research is a type of qualitative descriptive research with data collection taken from field observations carried out by researchers regarding the 3 option assessments observed and interview techniques. From the results of the research, it was found that the application of the options observed was able to provide increased discipline in students. The results of this observation were also supported by an interview process which provided views on whether the application of student character was able to instill discipline towards others. Therefore, the conclusion in this research is that it is able to provide an allocation if Islamic State University Higher Education Mahmud Yunus Batusangkar students have implemented maximum character education, thereby creating students who have moral character and high discipline
A Basic Elements and Characteristics in Building an Expert System Sirait, Hasanuddin
Journal Neosantara Hybrid Learning Vol. 1 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v1i3.337

Abstract

The basic elements and characteristics of an expert system are important in the application of an expert system, so that in the application of a makar expert system, the basic elements and characteristics of an expert system are first known. By knowing the basic elements and characteristics of an expert system, the goals and benefits of making an expert system can be more focused and have good fundamentals.This journal is a learning system in designing and knowing expert systems that have fundamental characteristics, so that the utilization that is carried out can run well.
Android-Based Islamic Religious Education Learning Media Application Design Body Removal Materials For Class Xi High School Students Airlangga, Galuh; Muslim, Ahmad Buchori; Nabakayashi, Kiyoshi
Journal Neosantara Hybrid Learning Vol. 1 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v1i3.516

Abstract

Currently, there are many technology learning media that can be used by teachers, one of which is android media. Android media has not been widely used in high school / ma corpse starters. With android media, monotonous corpse novice learning will be effective and become a special attraction for students.This study aims to 1) find out how research and development are carried out for technological developments that require developments in educational methods. 2) To know how to cope with the large number of students who are less interested in monotonous classroom learning. This research is a development research using the ADDIE development model which consists of 5 stages, but in this developer the researcher uses only 4 stages, namely analysis, design, development, and implementation. Data collection instruments in the form of questionnaires, observations / tests of learning outcomes. The results showed: 1) Producing android media products that are attractive, technology-based and in accordance with the needs of students in the development of this era. 2) The product is developed through First, needs analysis. Second, designing learning media with storyboards, thirdly developing android media then validating material experts, media, and teachers. The fourth is the implementation of the teacher in the classroom.