SciRepID - Scientific Publication Search

Publication Search

54,413 articles from 425 journals · 1,456 citations tracked

Showing 1-3 of 3

Analytics

Riska Dewi Andriyani; Kholifah Kholifah; Ridho Maulana Apriandi; Tasman Tasman

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

This study examines the views of community and traditional leaders on the practice of giving alms derived from unusual sources of income in Mojopuro Village. The tradition of giving alms in Mojopuro has strong cultural roots and social values, reflecting a blend of Islamic teachings and local wisdom. However, historically, almsgiving has sometimes come from less than halal sources, such as gambling proceeds, which were once considered commonplace due to limited religious understanding. This study employed a descriptive qualitative method, using interviews with community and traditional leaders as key informants. The results show a significant shift in how the community interprets almsgiving. Religious leaders now emphasize the importance of halal sources of income and sincere intentions in giving, while traditional leaders emphasize social values such as mutual cooperation and caring for others. This transformation reflects a shift from traditional practices to a deeper religious understanding, without diminishing the values of togetherness that are characteristic of Mojopuro. Thus, the tradition of giving alms in Mojopuro is not only a form of worship but also a means of fostering morality and social solidarity that persists amidst changing times

Angga Prayuda; Nurliana Damanik; Idris Siregar

Jurnal Manajemen dan Pendidikan Agama Islam 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

In this sophisticated era, the use of mobile phones among teenagers has increased rapidly both for learning and daily needs. Excessive use of mobile phones will have an impact on the lifestyle of teenagers because of playing online games. Therefore, this study aims to determine the impact of online games among teenagers in the perspective of Islam, especially referring to the views of the hadith. The population in this study were teenagers aged 15-17 years who played the online game mobile legend around 4-7 hours or more per day and teenagers who were addicted to the online game mobile legend numbered 5 respondents. This study uses a qualitative method with a case study approach by means of observation and interviews and documentation. The results of the analysis of interviews and observations show that the influence of the online game mobile legend greatly affects the development and growth of teenagers because online games affect the health, psychology, academics, social, and free time that teenagers have is wasted which is detrimental to themselves. Islam does not forbid its people to have fun, but it must remain within the limits and corridors that are determined. The games played should be in accordance with their portion, aka not excessive. Don't let entertainment take up all your time, disrupt your health, hinder other activities, take up study and work time and don't let it distract someone from their main duties, especially in worship, and don't let it make people forget about more important games, such as physical exercise to improve your health or do better activities than being addicted to playing online games. Games also shouldn't make people fall into addiction.  

Rabbiatul Alawiyah; Reza Maulana Dalimunthe; Hadma Yuliani

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

The rapid development of digital technology demands character education as well as ethical guidelines for interacting in social media, especially social media manners in Islamic views at Berkah Integrated MTs Palangkaraya. This study aims to assess the validity of teaching modules on adab social media in the view of Islam for class VIII students of MTs Terpadu Berkah. The research method used is Research and Development (R&D) with the ADDIE model at the analysis and design stages. Validation was carried out by four experts, namely 2 material experts, and 2 design experts. The assessment included six aspects: content suitability, alignment with the curriculum, relevance to students, language, layout and design, and learning evaluation. Data were analyzed using a Likert scale to calculate the percentage of validity. The results showed that the teaching module had an average validity of 80%, which included the valid category. This shows that the module is feasible to use in learning. However, there are some minor revisions that need to be made, such as improving visual design, images, fonts, and simplifying language, and adding learning activities that are more interactive and fun. In conclusion, this teaching module can be used as a teacher's guide in learning that helps students understand and apply social media manners in accordance with Islamic values. Additional revisions from validators are expected to increase the effectiveness of the teaching module for students