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Core Subject : Education,
Jurnal Iqra’ adalah Jurnal ilmiah yang memuat tulisan mengenai kajian tentang ilmu pendidikan. Jurnal Iqra’ diterbitkan oleh IAIM NU Metro Lampung dua kali setahun. Redaksi membuka kesempatan kepada para Akademisi, Dosen, Peneliti, Guru dan Mahasiswa untuk berpartisipasi dalam mengembangkan kemajuan pendidikan dengan karya-karya aspiratif, inovatif, integratif dan interkonektif.
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Articles 551 Documents
Paper Airplane Toys: Interpreting Children’s Thinking Irfan Fauzi; Jiraporn Chano; Mia Komariah; Salma Ihsani Fhilrizki; Herli Salim
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3198

Abstract

The article aimed to analyze the students' critical thinking and problem-solving skills in making paper airplane toys. It is phenomenology research that was conducted on elementary school students with a total of 15 students. The data collection techniques used documentation and interviews. Because of the form of the data obtained descriptive, the analysis was carried out qualitatively, namely by coding with the flow of data reduction, data presentation, and conclusion. The results showed that the students apply critical thinking and problem-solving concepts in making paper airplane toys. Several other factors were students planning and designing carefully, measuring in detail with mathematical concepts and estimating what allows paper airplanes to fly for a long time or even for a short time. This research contributed to creating learning that develops critical thinking skills and problem-solving through simple things close to children's lives (contextual). Keywords:  STEM, Critical Thinking, Paper Airplane Toys
The Development of Digital Teaching to Improve the Quality of Student Learning in the Revolution 4.0 Era at Warmadewa University I Wayan Parwata; Suwarni; Ahmad Hariyadi; Zulkarnaini; Mochamad Heru Riza Chakim
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3199

Abstract

To complete the answers to the research on the topic of producing digital learning to enhance the quality of student learning in the technological revolution 4.0 era at the University of Warmadewa, the researchers have gathered various materials that respond to research questions. Similarly, to collect primary data, the researchers interviewed 30 academics (students and lecturers) at the University of Warmadewa to learn about their perspectives and experiences in developing digital-based teaching to improve student learning outcomes during regular and throughout education. Hence, it reviewed different data sets, both in the form of secondary source data from various publications connected to Technology and instruction and data that the researchers questioned academics to find answers to. The researchers could simplify the development of digital teaching to improve the quality of student learning in the Revolution 4.0 era at Warmadewa University. It has resulted several new understandings, such as Technology has innovated the learning process as the digital application have helped academics in solving learning challenge and bring more benefits. It hopes these findings bring new insights into learning in higher education and policy-making uses. Keywords: Development Digital Teaching, Improving Students’ Quality, Learning Revolution
Development of Non Hosted Custom Domain Websites As a Learning Medium to Improve Learning Outcomes Rufii
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3202

Abstract

Learning media plays an important role in the learning process, especially in concrete courses. The use of easy, dynamic and interesting media can have an effect on students to learn compared to boring conventional learning media so that it is necessary to develop new media that can overcome these problems. The purpose of this study is to determine the feasibility and effectiveness of learning media in the form of non-hosted custom domain websites to improve learning outcomes. This research uses a research and development method with a 5-stage ADDIE development model. In the results of the feasibility test, media experts obtained a score with a percentage of 81.33% with a very decent category, while material experts obtained a score with a percentage of 89.33% with a very decent category. The results of the trial on 25 graduate students obtained a percentage of 92% with a very decent category. The increase in learning outcomes above KKM 75 after using non-hosted custom websites reached 84% from the previous 20% so that it can be concluded that the use of non-hosted custom domain websites on learning media can improve learning outcomes. The new findings in this study are in the form of the use of websites that are usually used paid for education, now it is easier and cheaper to use non-hosted websites that are custom domains using the teacher's own name, so that the use of the teacher's name can increase credibility in the world of education, especially in cyberspace. Keywords: Learning Media, Non hosted Website, Improve Learning Outcome
Analyzing of Using Educational Technology to Improve the Quality and Equity of Learning Outcomes at Politeknik Maritim Negeri Sri Tutie Rahayu
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3238

Abstract

This study aimed to identify the use of educational technology in supporting the education of the next generation who want to improve the quality and equity of learning outcomes. The researcher carried out a series of data collection at one of the tertiary institutions, namely the Indonesian state maritime polytechnic. The researcher obtained the needed data through the location observation interview approach and documentation. Next, it analyze uding a phenomenological approach. The secondary and primary data coding was checked, organized, organized, and finally interpreted to get relevant and valid conclusions to answer this study's problems. After a series of analyses and discussion of data, this study concludes that there were several use for technology to support activities and accelerate learning at the Indonesian State Maritime Polytechnic, including that technology has become a core in learning because the power of innovation and revolution provides equity learning result in student learning. These various features and technology platforms enabled very effective and innovative learning, such as in efforts to develop the quality of lecturers with a variety of choices for learning or artificial intelligence to enable learning to occur more autonomously and accelerate training models and other classroom exercises. The study's results provide additional information for similar studies in the future. Keywords: Equity Learning Outcome, Quality Learning Outcome, Educational Technology
Design and Development of MOOCs to Develop Civil Apparatus Competence for the Banten Provincial Government Toward Banten Corporate University Muhammad Arif Rahman; Subai; Lilik Nur Kholidah; Farooq Ahmed Jam; Mustofa Kamil; Suherman
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3251

Abstract

Competency development is important for every employee and should be empowered for them. Competency development through training consists of classical training and non-classical training. One form of non-classical training is independent learning and self-development through online learning, such as Massive Open Online Courses (MOOCs). The purpose of this research is to figure out the learning process either before and after the development of MOOCs and to develop an information system for training and independent learning as one feature of LMS Banten Ceria in the form of a Massive Open Online Course (MOOC) as an online learning platform with the principle of independent learning or self-directed learning in order to support the Corporate University program in the Province of Banten. This research has a mixed-methods design that blends qualitative and quantitative methodologies. The 4D Thiagarajan model is used in this study, along with research and development methodologies. The result show that MOOCs are effective in developing the competencies of the civil apparatus in the Province of Banten. The difference in average between the pre-test and post-test scores is 20 points. The learning process after using MOOCs shows improvements in knowledge and competence.  Hence, the system of online learning will support the BPSDMD Banten Provincial Program as it becomes a corporate university. Keywords: Development MOOCs, Design MOOCs, Civil Apparatus Competence
Training for the Development of Traditional Educational Game Tools in Increasing the Professional Competence of Teachers Hifza; Sera Yuliantini; Asyruni Multahada; Astaman
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3265

Abstract

This study aimed to investigate the impact of a training program on the professional competence of Pendidikan Anak Usia Dini (PAUD) teachers in developing traditional educational game tools. The training activities employed the experiential learning model, focusing on the steps of traditional APE (Anak Usia Dini Pendidikan, or Early Childhood Education) development: selecting traditional games, choosing materials, adapting games into APE, determining learning themes, and piloting APE with peers. The findings revealed several implications of the training program on the professional competence of PAUD teachers. First, there was a significant increase in teacher knowledge, particularly in traditional APE. Second, teachers became more aware of the importance of traditional APE in early childhood education. Third, teachers' understanding of professional competence was enhanced through the training, enabling them to incorporate traditional APE into their teaching practices effectively. Fourth, the development and utilization of learning themes through traditional APE became more widespread among teachers. Fifth, teachers better understood child development aspects that could be nurtured through traditional APE. Sixth, the training diversified teaching methods through traditional APE, resulting in more engaging and interactive learning experiences was essential. Seventh, teachers' ability to create stimulating learning environments improved. Finally, the training program gave teachers valuable experiences, knowledge, and motivation to enhance their instructional practices. This study highlights the positive outcomes of training PAUD teachers in developing traditional educational game tools, emphasizing the significance of traditional APE in fostering professional competence and enriching early childhood education. Keywords:  Educational Game, Professional Competence Teachers, Traditional Educational Game
Development of Android-Based Learning Media for High School Students in Indonesia: A Systematic Review of Literature Yohanis Ndapa Deda; Hermina Disnawati; Otaget Daniel; Rooselyna Ekawati
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3483

Abstract

This study aims to comprehensively examine research on developing android-based learning media(ABLM) in Indonesia from 2015 to 2022. The research method used is the SLR to explore 32 articles from the accreted journals Sinta 1 and Sinta 2 by the Kemristekdikti RI with the keyword "Android" from 2015 to 2022. The results show that the trend of ABLM development research in Indonesia in the last eight years has continued to increase. The ADDIE model has been the most widely used research and development (RnD) method over the previous eight years. The questionnaire is the most dominant data collection tool used in Indonesia. The most researched subject related to research on developing ABLM in Indonesia is chemistry. The Indonesian Science Education Journal is the journal that has contributed the most to publishing ABLM development articles. The theory used in ABLM development research is problem-solving, critical thinking, and self-diagnosis skills. The study indicates that ABLM influences problem-solving (PS) abilities, critical thinking, and self-diagnosis. Meanwhile, a brief outline of the ABLM procedure for development for further study was presented in this paper Keywords: Developing Learning Media, Android-Based Learning, Learning Media
Development of E-Worksheet Based on STEAM-PjBL in Reaction Rate Material to Improve Creative Thinking Skills High School Student Rr Tasya Noor Nabila; Agus Kamaludin
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3540

Abstract

The lack of creative thinking skills causes students to be less optimal in facing challenges in the era of the industrial revolution 4.0. Therefore, efforts are needed to improve students' creative thinking skills through the learning process in the classroom. This study aims to develop and determine the quality of E-Worksheet loaded with STEAM-PjBL on reaction rate material to improve students' creative thinking skills. Research conducted using 4D models (Define, Design, Development, and Disseminate). The instrument used is in the form of product quality assessment sheets and student responses. The results of the E-Worksheet assessment based on the assessment of material experts, media experts, reviewers, and student responses received an ideal percentage of 93%, 97%, 90%, and 93% in the excellent category. Based on the assessment results,  the developed E-Worksheet can be used as an alternative learning medium to improve students' creative thinking skills. Keywords: STEAM-PjBL, Development Worksheet, Creative Thinking
The Creativity Level in Writing Mini Fiction Based on Ecopreneurship through Design Thinking in Online Learning Sani Aryanto; Tatat Hartati; Bunyamin Maftuh; Deni Darmawan; Juppri Bacotang
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 2 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i2.2735

Abstract

The aim of this research is to determine the effect of the design thinking approach assisted by synchronous media Zoom and asynchronous media Google Classroom on writing skills for mini fiction based on ecopreneurship in terms of the creativity level (low, medium, and high). Method of research used was quasi-experimental method with  3 x 2 factorial design and involving 60 students from the Elementary School Teacher Education Study Program as samples in Universitas Islam 45 Kota Bekasi, Universitas Pendidikan Indonesia, and Universitas Kristen Indonesia Toraja. The results of research prove that there is an interaction effect between learning using the design thinking approach assisted by synchronous media Zoom and asynchronous media GCR with levels of creativity together towards improving writing skills for mini fiction based on ecopreneurship with a sig. (0.004) < α (0.05). which has implications for increasing the quantity and quality of innovative learning approaches in elementary education Keywords: Writing Mini Fiction, Entrepreneurship, Design Thinking
The Use of Oodlu to Improve Critical Thinking and Collaboration Skills of Fifth Graders at State of Elementary School Pasirhuni Ita Rustiati Ridwan; Muhammad Hafeez; Susilawati; Putri Amalia Rahayu; Muhammad Hanif; Nenden Sundari
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 2 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i2.3154

Abstract

21st-century advances have influenced the education sector, so learning not only makes students excel but needs skills in dealing with the progress, the 4C skills. This research focuses on critical thinking and collaboration, and Indonesian is still considered one of the most important subjects. But the effort was still lacking. Students become passive, mingle less, and are not quite ready for progress. It is necessary to make efforts to use appropriate technology-based methods and media, using game-based learning with Oodlu. This research aims to know the use and the results of Oodlu's use in improving students' critical thinking and collaboration skills in Indonesian language learning. Using the CAR method of Kemmis and Mc. Taggart, test and observation, 30 students of V State of Elementary School (SD Negeri) Pasirhuni as the subjects. The results showed that students' skills improve in each cycle. Cycle I critical thinking of group 1 and group 3 40%, group 2 80%, group 1 collaboration was lacking, group 2 and group 3 were good. Cycle II critical thinking group 1 60%, group 2 80%, group 3 40%, collaboration group 1 was good, group 2 and group 3 were very good. Cycle III critical thinking of Group 1 and Group 3 80%, group 2 90%, the collaboration of Group 1 to Group 3 was very good. Thus the use of Oodlu in game-based learning can improve students' critical thinking and collaboration skills. This research implied that the Oodlu with GBL could be solutive to improving other relevant essential skills. Keywords: Improving Critical Thinking, Collaboration Skills, Oodlu

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