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Imas Baguna

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

Religious moderation plays a crucial role in Indonesia, a society with diverse beliefs and religious backgrounds. Religious leaders, with government support, strive to prevent violence and intolerance in Indonesia. One approach used is interfaith moderation. The concept of moderate Islam becomes a significant religious perspective in addressing diversity in Indonesia. To strengthen the role of Islamic schools (madrasah) in combating radicalism and extremism, religious moderation needs to be incorporated into the madrasah curriculum. The aim of this approach is to mediate between two extreme poles while emphasizing the importance of internalizing religious teachings on one side and understanding the context of religious texts on the other side. To examine this issue, the research was conducted using qualitative methods, particularly a case study. This method aims to find meaning, investigate processes, and gain in-depth understanding of individuals, groups, or situations. In analyzing the data, the researcher applied an interactive model. Data analysis activities include data reduction, data presentation, conclusion drawing, and verification. The research results indicate that religious moderation instilled in students at Madrasah Tsanawiyah Al-Khairat Kwandang, North Gorontalo Regency, not only occurs in formal settings but is also integrated into every learning session. One form of moderation practiced by students is providing advice to fellow students, fostering a sense of care among them.

Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Rayhan Akbar Wiguna; Kinanti Wijaya

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2023 PT. Arsil Reka Engineering

Indonesia has about 81,000 km of coastline making coastal areas of great significance to the Indonesian economy. Development in coastal areas is very important to provide an improved quality of life to coastal communities with the development of health services, education, infrastructure to places of worship such as mosques/mushola. The platform structure of a floating mosque or mushola building is unique in its platform part, which resembles a building on stilts. Based on the data obtained, the majority of students do not understand the type of floating building construction. Therefore, product development on the construction of floating prayer rooms with interactive augmented reality (AR) based learning media using the Assemblr Studio application and developed with the 4D model consisting of the stages of define, design, develop, and disseminate. The product in the form of this media is intended to display a 3D model in the form of an architecturally floating mushola building with illustrations of the surrounding environment, displaying a 3D model in the form of a structure of a floating mushola building along with its explanation, displaying supporting videos in the form of building renderings and structural development stages of a floating mushola building. This learning media has gone through validity testing by material experts and media experts and obtained a feasibility score of 4.14 (predicate feasible) for the material validation test and obtained a feasibility score of 4.17 (predicate very feasible) for the media validation test.

Legi Aulia Putri; Ulva Rahmi

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2023 FKIP, Universitas Palangka Raya

In the digital era, Islamic religious education (PAI) is faced with the challenge of attracting the learning interest of the millennial generation who are accustomed to technology. This article explores the potential of using digital media as an innovative strategy to increase interest in learning PAI in the millennial generation. This approach includes the use of mobile applications, interactive learning videos, and online platforms specifically designed to provide an engaging learning experience that suits the learning styles of the millennial generation. By understanding the characteristics of the millennial generation who tend to be responsive to technology, the application of digital media in PAI classes can create a more dynamic and relevant learning atmosphere. In addition, this article explains how the integration of digital media can stimulate discussion and active participation of students, building connections between PAI material and the daily life context of the millennial generation. The successful use of digital media to increase interest in learning PAI in the millennial generation requires an active role from educators in designing interesting content, facilitating online interactions, and continuing to apply innovation in learning approaches. Thus, this article not only discusses the positive impact of using digital media in increasing interest in learning PAI in the millennial generation, but also provides practical guidance for educators to implement it effectively in the educational environment.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Endang Nur Azizah; Fathan Faqih Ali; Hanifah Nur Azizah; Nanda Oktavia; Rissa Alivia Zahra +2 more

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2023 CV. Alim's Publishing

This study explores the urgency of improving the quality and effectiveness of teaching and learning processes in primary schools through the use of varied learning approaches and media. With the aim of analyzing the relationship of these methods and media to students' motivation, concept understanding, learning style accommodation, critical thinking skills development and social interaction, this study uses qualitative methods. The study also ensures that the implementation of these learning strategies is in accordance with the standards of Permendikbud No. 103 of 2014. The results show that education providers are expected to adopt learning methods that have a positive impact on increasing interest and motivation, facilitating concept understanding, accommodating different learning styles, and encouraging critical thinking skills and social interaction. The use of creative and varied learning media is also emphasized, allowing students to understand concepts through visual demonstration or practical experience. In conclusion, learning methods and media variations fulfill the expectations of Permendikbud No. 103 of 2014, providing students with interactive, inspiring, fun, challenging and meaningful learning experiences.

Megasyani Anaperta; Kurniasih Kurniasih; Topan Saputra; Aidil Fitra Hadi; Agra Wiratama

Jurnal Sains dan Teknologi 2023 Fakultas Teknik Universitas Cenderawasih

This research was conducted due to the lack of optimal use of interesting media, as well as the lack of teacher skills in using digital-based media in the learning process. Because of this, students often become bored and lose interest in learning lessons. As a result, learning materials tailored to students' interests and preferences are needed.One way to achieve this is by creating the development of Problem Based Learning Media using Canva for class X TKJ in basic computer network and telecommunications orientation subjects at SMK N 3 Padang. The aim of implementing Canva as a learning medium can be a creative solution to increase student focus by visualizing material in an interesting and interactive way. This type of research uses Research and Development (R&D), and the development model used is 4D model design. This 4D development model consists of four stages, namely Define, Design,Develop (Development) and Disseminate (Dissemination). Research carried out at SMK N 3 Padang, research findings produced learning materials with material validity of 89.07% and media design validity of 93.7% and teacher response questionnaire answers of 96.6% and the student questionnaire response was 88.12 which can be categorized as very valid and practical.

Rudjiono, Daniel; Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by

Endang Kaswati; Farizal Farizal; Mustafiyanti Mustafiyanti

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This article aims to investigate the changes that have occurred in the development of the Islamic religious education curriculum. Islamic religious education has an important role in shaping the character of students and developing their understanding of Islamic teachings. This research uses a descriptive-analytical method by analyzing related documents, school policies, and interviews with related parties. It is hoped that the results of this research will provide a clear picture of how changes in the development of the Islamic religious education curriculum contribute to improving the quality of education. Based on the results of research in the field, it was found that learning activities make it very easy for us to get further information about innovative curriculum developments using internet-based learning media and determining the applications that are of interest to students nowadays, including the applications used by teachers, the IG application. , interactive Power Point, Tiktok, Quiziz, Classroom and other supporting applications. Based on the researcher's explanation, it was found that in innovation in Islamic religious education, curriculum development in the era of revolution 4.0 can also be applied to visuals for learning, flipped classrooms, centered on students learning the learning process, results-based learning, collaborative spaces.

Hizkia Ananda Putri; Mahimma Romadhona

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The Bina Village program is a learning activity for students to jump directly in the community. The activity requires students to contribute actively and creatively to partners. This community service activity is the education of garbage sorting for 1st grade students in Penangungan SDN, Trawas District, Mojokerto Regency. This community service activity involves 31 students and is carried out through two methods, namely board game socialization and 2D animation video viewing. The first stage, students are asked to watch interactive animated videos depicting organic and inorganic waste management. The content of this 2-dimensional animated video includes the definition of garbage, the impact of garbage collection, the types of garbage with color symbols to identify the type of garbage, and the benefits of garbage sorting. The second stage, students are involved in board games. The main focus of the material given is the sorting of organic and inorganic wastes. This is in line with the Adiwiyata program of the school, which is a caring and environmentally cultured school, and has a real program to integrate environmental preservation. Students contribute to creating educational and training facilities to develop students' motor and memory for waste sorting materials. This is expected to form an environmental awareness for students early on, encourage the behavior of the surrounding community in terms of garbage sorting, and preserve the environment for the future through recycling of garbage.

Shafira, Shafira Yolanda Furi

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2023 Prodi PPKn Universitas Slamet Riyadi

Low student learning motivation causes low learning outcomes. Learning models that are less interactive and innovative are one of the reasons students have low learning motivation. This study aims to analyze the use of learning media with the mentimeter application in Pancasila and Citizenship Education Subjects at SMA Plus Merdeka Soreang on student motivation. The research sample was taken from 30 students of Merdeka Soreang Plus High School who took Pancasila and Citizenship Education Subjects. Data collection techniques used are observation, interviews, tests, questionnaires, and documentation. The results showed changes in the increase in results and learning motivation between before and after treatment. The average learning outcomes increased from 46.87 to 70.62 with a percentage increase of 50.67%. In addition, an increase also occurred in indicators of student motivation during the learning process. The application of the meter application provides a more interactive and enjoyable learning atmosphere. This research is expected to improve the learning process by using digital media.Keyword : Mentimeter Media, Interactive Learning, Motivation

Imas Baguna

Jurnal Manajemen dan Pendidikan Agama Islam 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Religious moderation plays a crucial role in Indonesia, a society with diverse beliefs and religious backgrounds. Religious leaders, with government support, strive to prevent violence and intolerance in Indonesia. One approach used is interfaith moderation. The concept of moderate Islam becomes a significant religious perspective in addressing diversity in Indonesia. To strengthen the role of Islamic schools (madrasah) in combating radicalism and extremism, religious moderation needs to be incorporated into the madrasah curriculum. The aim of this approach is to mediate between two extreme poles while emphasizing the importance of internalizing religious teachings on one side and understanding the context of religious texts on the other side. To examine this issue, the research was conducted using qualitative methods, particularly a case study. This method aims to find meaning, investigate processes, and gain in-depth understanding of individuals, groups, or situations. In analyzing the data, the researcher applied an interactive model. Data analysis activities include data reduction, data presentation, conclusion drawing, and verification. The research results indicate that religious moderation instilled in students at Madrasah Tsanawiyah Al-Khairat Kwandang, North Gorontalo Regency, not only occurs in formal settings but is also integrated into every learning session. One form of moderation practiced by students is providing advice to fellow students, fostering a sense of care among them.

Siti Luthfiyah Mawaddah

Jurnal Motivasi Pendidikan dan Bahasa 2023 International Forum of Researchers and Lecturers

This research uses the literature study method to examine the use of technology in the Independent Curriculum teaching process. Where, data collection is carried out by reading and recording various literature relevant to the title of this article, the research is carried out in a non-interactive and sustainable manner. The Merdeka Curriculum requires teachers to be literate in technology and students can master numeracy and technological literacy. With various variations of technology, many innovations are generated in technology for teaching, one example is the use of digital comics as one of the learning media, which aims to prevent students from feeling bored with all the written texts explained by the teacher. Based on the results of previous research, the technology used as teaching in this independent curriculum has not been conveyed evenly enough to teachers, because there are still many teachers who are not proficient in utilizing technology, so that teachers must understand the independent curriculum themselves in order to achieve the competencies expected in the vision and mission of the independent curriculum.

Iqlimah Agustin; Restu Ismoyo Aji

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

This community service focuses on designing educational learning with interactive board game media which is a teaching and learning activity, as well as providing board game board media which is designed in such a way as to convey messages and information in the form of waste sorting, thereby trying to improve the quality of learning and also entertainment media. By introducing the concept of environmental cleanliness based on Adiwiyata to children aged 6-7 years, especially for children who attend SDN Penanggungan. This was done because there is still no availability of board game interactive media learning education for children aged 6-7 years and the lack of media facilities and educational toys at Penanggungan Elementary School. This service method uses qualitative methods by collecting data including observations, interviews, focus group discussions and surveys. With the educational learning media interactive board game for sorting organic and inorganic waste, children can enjoy the learning process without having difficulty understanding the information presented and getting bored or bored, and by providing facilities in the form of interactive board media for selecting organic and inorganic waste such as educational toy board games that sharpen motor skills and increase focus on children at school. The results of this service show that this program can provide an understanding of environmental cleanliness regarding the organic and inorganic waste selection system and increase adequate facilities for practical learning activities at Penanggungan Elementary School.

Rihan Mitia; Supratman Zakir

Jurnal Bima : Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

One of the media used by PAI teachers at SDN Pakan Labuh 03 is Student Worksheets (LKPD) in learning, especially in Islamic Religious Education lessons. The teacher only gives an explanation of the material then practices the prayer movement directly, then evaluates it. This teaching method is considered inappropriate, because there are still many students who have difficulty understanding the concept of good and correct movement according to Islamic law. The existence of the development of LKPD into e-LKPD that supports the learning of Islamic Religious Education prayer practice materials with the aim of this research is to produce valid, practical, and effective e-LKPD to train students' prayer movements (psychomotor) according to Islamic law on prayer practice material.This research is a development research which has 4 stages, namely: define stage, design stage and develop stage, socialization stage. The research instrument uses product tests, namely: product validity test, product practicality test, and product effectiveness test. The E-LKPD was validated by three validators, namely one media lecturer, one PAI lecturer, and one PAI teacher. At the practicality stage, e-LKPD as a learning resource for prayer practices was tested on fifth grade students at SD Negeri 03 Pakan Labuh.The results of this study are E-LKPD with the support of Liveworksheet and Canva Apps get a final validation value of 0.84, a final practicality value of 0.85 and a final effectiveness value of 0.86. It can be concluded that the development of E-LKPD as a Learning Resource for Prayer Practices at SD Negeri 03 Pakan Labuh is very valid, very practical and very effective to use. E-LKPD can increase teacher creativity, so that ELKPD will look interactive, fun and attract students' learning interest. Interactive E-LKPD is synonymous with sheets in the form of student practice questions done through digital media that meet standards, are practical, and are easily accessible.

Rini Marlina Masumba; Utin Desy Susiaty; Hartono Hartono

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The research methodology used by researchers in this research is a research and development approach. The researchers in this study used a research plan that combines a three-dimensional model consisting of four different development stages: Define, Design, and Develop. The participants involved in this research were class VIII students of SMP Negeri 1 Teriak. The method used in selecting the sample used a purposive sampling technique. Purposive sampling is a sampling technique that involves deliberate selection based on certain reasons. Researchers use many data collection strategies, including indirect communication tactics and measurement techniques. The data collection methods used in this research include the use of validation sheets, questionnaires, and assessment of mathematical understanding abilities. Based on the results of the discussion in this research, it can be concluded that the level of validity of interactive video learning media in the form of animated videos on relationship and function material based on direct instruction can be classified as valid with a percentage of 85.27%, the level of practicality obtained is 90.58% with very practical and high level criteria. The effectiveness obtained was 80.76% with effective criteria.

Cindy Nababan; Anjelina Pasaribu; Jamaludin Jamaludin; Sri Yunita

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research aims to improve learning outcomes in Civics subjects through the use of Quizizz media in class X at SMK N 1 Percut Sei Tuan. The research method used is classroom action research which is carried out in two cycles, each consisting of planning, implementation, observation and reflection. The subjects of this research were class X students of SMK N 1 Percut Sei Tuan. The data collection methods used were tests, observations and interviews. The research results show that the use of Quizizz media can significantly improve learning outcomes in Civics subjects. The results of this study show a significant increase in the learning outcomes of students who use Quizizz media compared to the control group. Apart from that, the use of Quizizz media also increases students' interest in learning and provides an interactive and fun learning experience. These findings indicate that the use of Quizizz media can be an effective alternative in improving learning outcomes in Civics subjects in vocational high schools.

Nia Mardiani; Herlinda Mansyur

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the influence of Interactive Multimedia learning media on class XI Cultural Arts (Dance) subjects at SMA N 15 Padang. This type of research is experimental research. The population in this study amounted to 250 students divided into 10 classes with a sample of 54 students divided into 2 classes. The instrument used is an objective test. Data is collected through observation, tests and documentation. The data processing steps are scoring, data processing and t-test. The results showed that the use of Interactive Multimedia learning media had a good influence on student learning outcomes compared to the use of conventional learning media in the form of printed books and blackboards. Judging from the results of the analysis of students' pretest and posttest scores in the experimental class and control class, the analysis was carried out with a statistical test in the form of an independent sample t test as a hypothesis test. The highest score in the experimental class was 100 and in the control class 87.5, while the lowest score in the experimental class was 58.3 and the control class was 25. So it is known that there is a significant difference between the scores of experimental class students and the control class. In this case, the scores of experimental class students who use Interactive Multimedia learning media are higher than the scores of control class students who use conventional learning media in the form of printed books and whiteboards

Dinda Syahiba; Yuliasma Yuliasma

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the influence of Interactive Multimedia learning media on class XI Cultural Arts (Dance) subjects at SMA N 15 Padang. This type of research is experimental research. The population in this study amounted to 250 students divided into 10 classes with a sample of 54 students divided into 2 classes. The instrument used is an objective test. Data is collected through observation, tests and documentation. The data processing steps are scoring, data processing and t-test. The results showed that the use of Interactive Multimedia learning media had a good influence on student learning outcomes compared to the use of conventional learning media in the form of printed books and blackboards. Judging from the results of the analysis of students' pretest and posttest scores in the experimental class and control class, the analysis was carried out with a statistical test in the form of an independent sample t test as a hypothesis test. The highest score in the experimental class was 100 and in the control class 87.5, while the lowest score in the experimental class was 58.3 and the control class was 25. So it is known that there is a significant difference between the scores of experimental class students and the control class. In this case, the scores of experimental class students who use Interactive Multimedia learning media are higher than the scores of control class students who use conventional learning media in the form of printed books and whiteboards

Muhammad Fajri; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.