cover
Contact Name
Rani Darmayanti
Contact Email
ranidarmayanti1990@gmail.com
Phone
+6282245549135
Journal Mail Official
editorjurnal@assyfa.com
Editorial Address
Jambangan II Street No. 60 Purworejo - Pasuruan - East Java 67117, Indonesia
Location
Kab. pasuruan,
Jawa timur
INDONESIA
Assyfa Learning Journal
ISSN : 29862906     EISSN : 29862906     DOI : https://doi.org/10.61650/alj
Core Subject : Education, Social,
Assyifa Learning Journal is the main resource for academics and professionals in the field of learning development around the world. This journal accepts and publishes articles on high-quality empirical research demonstrating whether and how the adoption of educational systems, networks, tools, and learning resources/technology leads to improvements in formal and non-formal education at all levels, from early years to tertiary education, technical and vocational, professional development and corporate training. Assyifa Learning Journal does not publish purely descriptive papers or which only present the opinions of students, teachers and other users but present the results of development research on methods, materials or technology. Papers were selected for publication on the basis of research rigor and their potential to make a substantive and original contribution to the field, with explicit reference to international significance.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1 (2023): Assyfa Learning Journal" : 5 Documents clear
Gema Cow-Pu: Development of Mathematical Crossword Puzzle Learning Media on Students' Critical Thinking Ability Darmayanti, Rani
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.1

Abstract

Critical personality is a skill that must be possessed in order to survive in the global competition of 21st century society. Given that critical thinking education is an important part of human life, innovations must be carried out to foster students' critical thinking. One of the studies he conducted was the innovation of crossword learning media (GEMA COW-PU). In this study, the development of learning media for mathematical crossword puzzles (Gema Cow-Pu) was carried out on Geometry material at YALC Pasuruan Middle School and tested the learning media on students' critical thinking skills. This is intended to determine its validity and practicality. The specialty of this research is research and development based on the Borg n Gall development model. The research subjects were ten students of class VIII. The instruments used were validation sheets, teacher and student response questionnaires, and student learning outcomes tests. The results showed that the relevance score of Gema Cow-Pu learning media with students' critical thinking skills was in the very valid category with an average score of 89.75 percent, and Practical with a percentage of 95.3%. This shows that the Gema Cow-Pu learning media meets valid and practical criteria so that it can help students' critical thinking skills in learning
Development of Social Studies Animation Video (S2AV) Teaching Materials on the Material "Plurality of Indonesian Society" for Junior High School Students Arif, Viky Risnanda; Afnan, Muhammad; Usmiyatun, Usmiyatun; Lestari, Cicik Yuni
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.2

Abstract

Teaching materials are a resource for teachers and students to carry out the learning process. Therefore, it is necessary to develop innovative teaching materials that enable students to achieve superior learning outcomes. One of the innovative and creative and interesting teaching materials is the Social Sciences Animation Video-Based Teaching Material (S2AV). In this study, the aim of this study was to commercialize social studies teaching materials by using animated videos as teaching materials for class VIII junior high school students on the subject of "Indonesian Community Plurality". This development research uses the 4-D method (Define, Design, Develop, and Disseminate). The results showed that the S2AV learning media was valid with an average total score of 3.83 based on material expert validation and 3.87 based on media expert validation. The response of the eighth graders was positive (97%).
Design of a Website-Based Arabic Typing Application for Students of Arabic Language Education Program at University Nasiha, Wardatun; Afifah, Nor; Amir, Ahmad Nabil
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.4

Abstract

Today's internet technology has advanced extremely quickly and is still expanding. The virtual world is a place where everyone and any group of individuals are free to engage in their activities. In this all-IT era, typing skills are very important for students. Because almost all student activities are carried out by typing such as compiling papers, reports, theses and others. However, the results of observations made at the Arabic Language Education Study Program at the University of Muhammadiyah Malang show that the skills of typing Arabic texts for Arabic Language Education Study Program students are still minimal. The aim of the research is to design a website-based Arabic Typing application and test the feasibility of using the application. The research subjects were students of the Arabic Language Education Study Program. The development model used is the ADDIE model. Through research and development, researchers are tasked with designing applicationsArabic Typingwebsite-based and test the feasibility of using the application for Arabic Language Education Study Program students. Based on media expert validation obtained an average percentage of eligibility of 97.11% (Very Feasible), whereas based on material expert validation obtained an average percentage of eligibility of 85% (Very Feasible). The results of the feasibility test by students obtained an average percentage of eligibility of 83.9% (Very Feasible). On this basis the Arabic Typing application based on this website is very feasible to use as a medium to improve Arabic text Keyboarding skills specifically for students of Arabic Language Education Study Program Faculty of Islamic Stadies at University of Muhammadiyah Malang
Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students Desta Pradana, Mochamad; Owa-Onire Uthman, Yusuf Olawale
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.9

Abstract

Monotonous learning patterns lead to ineffective learning behavior which impacts on learning outcomes. Lack of teacher creativity and mastery in processing learning will make students reluctant to take part in learning. The use of learning media as a support for learning is not optimal. The purpose of this study was to develop Board Game Learning Media based on Commendable Morals Education Fun (E-Fun A2M) in Akidah Akhlak High School subjects. This research is research development or Research and Development (R&D) with the Thiagarajan, Semmel and Semmel models by testing the validity of A2M's E-Fun learning media. This is intended to determine the practicality and effectiveness. The specialty of this research is research and development based on the four-D development model (Define, design, develop, disseminate). However, due to the limitations of researchers, this development only reached the develop stage. The research subjects were six students of class X. The instruments used were validation sheets, teacher and student response questionnaires, and student learning outcomes tests. The survey results show that the relevance score of E-Fun A2M learning media is in the very valid category with a value of 92.5%. This shows that the E-Fun A2M learning media can be used by students as a learning medium for Aqidah Akhlak
ANDIN-MU: Development of Android-Based Descriptive Text Interactive Multimedia Materials in High School English Subjects Ahmed, Mohammed Alameen; Kumalasari, Nur
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.17

Abstract

In learning there is a process of changing the behavior of a person who is initially unaware of something then becomes aware. In other words, there is a process of conveying knowledge between teachers and students or using learning materials. The purpose of this study was to develop interactive multimedia based on Android descriptive text material for Class X SMA Pasuruan English. This study uses the ADDIE model. In this development model there are five steps in the process, but in this study the researchers modified some of the steps used and adapted them to the environmental conditions affected by the Covid-19 pandemic climate. The steps taken are 4 out of 5 steps, namely (1) analysis (2) design (3) development and (4) evaluation. Collecting data in this study through interviews, documentation and questionnaires. The results showed that the media validation results scored 80%, while the content validation results obtained a score of 78%. The Likert scale used in the data calculation process shows that the developed interactive multimedia is very feasible to use in Pasuruan High School

Page 1 of 1 | Total Record : 5