scholarly journals Pembelajaran Al-Quran Berbasis Edutainment

2021 ◽  
Vol 17 (01) ◽  
pp. 75-92
Author(s):  
Abdul Halim ◽  
Dewi Anggraeni ◽  
Abdul Fadhil

This study aims to develop learning media in the form of Tahfizh cards in the learning process of memorizing Al-Quran with an edutainment approach. Tahfizh card is a learning medium in the form of cards that discusses learning to memorize the Qur'an, especially the short letters listed in juz 30 in a fun way that is suitable for children. The method used in this research is a research and development method using the Hanafin and Peck models. The techniques used in data collection were observation, interviews, and questionnaires. The results of this study indicate that the Tahfizh Card game learning media obtained value through the validation of media experts and theorists with the "very good" category of 96%. The edutainment approach in the process of learning the Qur'an and memorizing the Qur'an is very helpful for students, where it is a fun element that makes them not overwhelmed in the memorization process.    

2021 ◽  
Vol 22 (3) ◽  
pp. 209-219
Author(s):  
Komang Redy Winatha ◽  
Ni Putu Suci Meinarni ◽  
Ayu Gede Willdahlia

Psychologically, humans tend to love games compared to learning. Therefore, learning should be delivered through fun ways and not boring just like a game. This research aims to develop card games as learning media of Interpersonal Skill Course at STMIK STIKOM Indonesia. This course was chosen based on the availability of minimum teaching materials, the level of material abstractness which is high enough, and there is still no innovative learning that can support the learning. Beside easing the students in comprehending the materials of Interpersonal Skill through fun ways, this card game at once also reminds the students about deep philosophy contained in Indonesian folklores. The chosen folklores cover the stories developing and frequently told in the society such as Timun Emas, Malin Kundang, and so on. The research design used research and development method referring to ADDIE model which is limited until the developing stage. The result of this research is learning media the card game which is an innovation in learning process replacing conventional learning. Based on the results of expert test conducted, the learning media in the form of card games adopting Indonesian folklores is valid and successfully developed.


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2020 ◽  
Vol 6 (1) ◽  
pp. 48
Author(s):  
Kamaruddin Hasan ◽  
Zaid Zainal ◽  
Suhadjerah Suhadjerah

The purpose of this study is to develop a learning media in the form of boardgame Learning Media (Optional Board and Career Cards) to improve students’ career knowledge in a fun, interactive and active learning under. This research uses Research and Development Method, with The phases in this research consist of; (1) product analysis, (2) developing products, (3) validation and revision, (4) play-trials and final products. Data collection techniques using interviews and questionnaires. Feasibility check and assessment by theory expert, learning media expert and users using Likert scale with the value used are 5 to 1. The results of the validation by theory expert get score 5 with a very worthy category, while the validation by media expert gets score 4.89 with the very worthy category. Whereas in the usage test by users or students and teacher response as an education practitioner showed very worthy category with scores 4.53 and 5 respectively. As a result, the developed pakakala boardgame for year 4 students at SDN 84 Parepare is suitable to use in teaching theme 4 concerning various occupations


Author(s):  
Muhammad Fahrezi Harahap ◽  
Iman Sulaiman ◽  
Yasep Setiakarnawijaya

This research and development was conducted to produce exercise model of softball batting based on drill for beginner athletes by testing the effectiveness of softball batting training for beginner athletes. The development method used took the steps of Borg and Gall. To support data to be more valid, the process of analyzing data collection used observation, interviews, and tests. The batting exercise model was designed by combining drill-based training activities. After that the model item design was validated by 3 experts in their field, 1 softball lecturer, 1 softball coach, and 1 motor expert. The study involved 20 athletes consisting of 3 softball clubs in Medan. Increasing battingsoftball training during the pre-test showed t-count = -21,225, df = 19 and p-value = 0,00 <0,05, meaning that there were significant differences in softball batting training model before and after being given a training model. It could be concluded that the model of training developed effectively to enhance batting exercises developed was effective for enhancing batting exercises for beginner athletes.


2016 ◽  
Vol 4 (2) ◽  
pp. 81
Author(s):  
M. Miftah ◽  
Kartika Candra Dewi

Learning device has an important role in the learning process for teachers as well as learners, but there are some teachers haven’t optimized the learning device. The purposes of its study are : to determine the needs of the learning device according to teachers and learners; to describe the characteristics of a learning tool; to develop a prototype device which is suitable with the learners need, and to measure the effectiveness of the learning device. The research method used is a research and development method. The results of the study include: the needs of the learning device anecdotal text competence; the characteristics of the learning device anecdotal text competence; a feasibility study based on each device (syllabus, lesson plans, teaching materials and worksheets); the effectiveness of the learning device in producing anecdotes text is shown based on this information; learning without using the learning device obtaining the value of 25 (62.5%), learning with an effective value category and increased by 38 (94.5%) categorized as very effective when learning to use the device. AbstrakPerangkat pembelajaran memiliki peran penting dalam proses pembelajaran namun masih banyak guru belummengoptimalkannya. Tujuan penelitian ini adalah untuk: mengetahui kebutuhan perangkat pembelajaran menurut guru dan peserta didik; menjelaskan karakteristik perangkat pembelajaran; mengembangkan prototipa perangkat pembelajaran yang layak untuk peserta didik; dan menguji keefektifan perangkat pembelajaran. Metode penelitian menggunakan penelitian dan pengembangan (reasearch and development). Hasil penelitian berupa: kebutuhan perangkat pembelajaran kompetensi teks anekdot; karakteristik perangkat pembelajaran kompetensi teks anekdot; kelayakan perangkat pembelajaran berdasarkan silabus, RPP materi pembelajaran, dan lembar kerja; keefektifan perangkat pembelajaran memproduksi teks anekdot ditunjukkan berdasarkan pembelajaran tanpa menggunakan perangkat pembelajaran memperoleh nilai 25 (62,5%) dengan kategori nilai efektif dan mengalami kenaikan sebesar 38 (94,5%) dengan kategori sangat efektif di saat pembelajaran menggunakan perangkat.


2019 ◽  
Vol 8 (2) ◽  
pp. 109-114
Author(s):  
Irmayanti Nur Aini ◽  
Agus Nuryatin

Media merupakan perantara untuk membantu proses pembelajaran di kelas. Media pembelajaran berfungsi sebagai alat menyampaikan materi, mengatasi keterbatasan indera, ruang dan waktu, serta menambah motivasi belajar siswa. Buku komik dapat digunakan sebagai alternatif media pembelajaran di kelas. Hal ini disebabkan ilustrasi dalam komik dapat meningkatkan pemahaman mengenai peristiwa yang pernah  terjadi dan belum tentu dapat dipahami jika dibaca menggunakan buku teks biasa. Buku komik yang dikembangkan tidak hanya berfokus pada materi saja, tapi terdapat muatan nilai kebudayaan dalam masing-masing cerita. Sehingga diharapkan tujuan pendidikan yang didapatkan tidak hanya berupa pengetahuan saja tetapi pendidikan moral. Penelitian ini menggunakan penelitian pengembangan. Penelitian ini menggunakan langkah-langkah Borg and Gall yang direduksi menjadi lima tahapan, yaitu (1) potensi masalah, (2) pengumpulan informasi, (3) desain produk, (4) validasi desain, (5) revisi desain. Tahapan tersebut akhirnya dapat menghasilkan buku komik sebagai media mengidentifikasi nilai-nilai dan isi cerita hikayat untuk kelas X SMA. Kata Kunci: buku komik, cerita hikayat, nilai kebudayaan Abstrack: Media is used to help the learning process in the classroom. The learning media function as a means of conveying material, overcoming the limitations of sense, space and time, and increasing students motivation. Comic books can be used as an alternative media for learning in the classroom. Because illustration in comics can increase understanding of events that have occured and may not be understood if it was read using ordinary textbooks. The comics books developed are not only focused on the material, but loads of cultural values in each story. So it is hoped that  the educational goals got by students will not only knowledge but moral education. This research uses research and development method. This study uses Borg and Gall steps which are reduced to five stages, here are (1) potential problems, (2) collection of information, (3) product design, (4) design validation, (5) design revision. They are finally able to produce comic books as media to identify the values and contents of storybooks for 10 grade. Keyword: comic books, storybooks, cultural value


2020 ◽  
Vol 10 (1) ◽  
pp. 78-84
Author(s):  
Ike Dian Puspita Sari ◽  
Indrawati Pusparini

In phonology, students will be familiar with phonetics which is specifically emphasize phonetics’ articulation and the sound. This study used Research and Development method. Researchers developed Interactive Multimedia Power Point Presentation (IMPPT) which can be used to teach phonetics. There are some stages done to develop IMPPT. Those stages are need analysis, data collection, product design and validation, and product testing. Product testing was also carried out as a consideration for the next steps. If the result was not satisfied, the researcher revised the design to obtain the final product. There were three aspects concerned as criteria of IMPPT, namely visual aspect, audio aspect, and material aspect. Those three aspects were validated based on assessment rubrics made by researcher. The range in the rubric is 1-5. The visual aspect showed the highest percentage, in which it was 35%. The second highest percentage was audio aspect. In material aspect, the total score was 23 (32%).


Author(s):  
Baiq Widia Nita Kasih

Arabic learning in Indonesia is divided into two institutions that is Arabic  learning in formal and non-formal institutions. And in a learning process, teaching books is very important because it’s one of the basic elements of the existing curriculum components.  The researcher founds that there is no teaching books for Arabic  lesson in Madani Super Camp and it’s causes no Arabic learning there. Therefore, researcher needs to compile teaching books according to the necessary of students.. The purpose of this research is to produce a teaching books based on integrative approach and to measure the effectiveness of that book to improve student’s ability in Arabic learning. This research uses research and development method with qualitative and quantitative approach. Researcher also used the ADDIE’s development research steps:analysis, design, development, implementation and evaluation. The techniques to collect data are observation, interview, questionnaire and test. The results of this research is a teaching books consisting of eight units, that are: ashwat, mufrodat, tarkib, istima’, kalam, qira'ah, kitabah and ibaroh qosiroh. And each unit consists of fourteen lesson except the eighth unit that is seventeen lesson. And teaching books that have been prepared are effective to improve student’s ability in Arabic language learning.


Author(s):  
Agit Darojatil Izzaty ◽  
Sunanih ◽  
Meiliana Nurfitriani

This research and development is motivated by the existence of potentials and problems, the potential in this study regarding several learning media that can stimulate or facilitate the learning process. Whereas the problem is that students do not understand the subtraction operation so they have to explain the material repeatedly, this is because there is no stimulus to support the learning process. This can be proven by the average value of 70, and the KKM score in these subjects 75. So it can be concluded that the average score is less than the KKM value. Therefore, a learning media is needed based on these potentials and problems. So that ludo game learning media was created in the MIS Sindangraja class 3 reduction operation. This research is included in the type and design of research development or R&D (Research and Development) of the Borg and Gall type which was carried out at the Sindangraja MIS School with a total of 16 students. The data collection technique was done by using prestest and postest tests. Data were analyzed by SPSS.


Author(s):  
Hanafi Hasibuan

Abstrak: Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran teknik dasar bermain sepakbola menggunaan kun, agar layak digunakan di sekolah serta mengetahui efektifitas hasil latihan siswa dengan menggunakan media pembelajaran teknik dasar bermain sepakbola menggunaan kun. Metode penelitian ini adalah metode penelitian dan pengembangan. Penelitian ini merupakan penelitian pengembangan yang bertujuan menghasilkan produk berupa video pembelajaran menggiring dan mengumpan bola pada teknik dasar sepakbola dengan menggunakan kun. Hasil penelitian menunjukkan bahwa: (1) siswa setelah mengikuti proses pembelajaran menggunakan produk pengembangan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola meningkat dibandingkan sebelum mengikuti pembelajaran menggunakan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola. (2)Video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola melalui pembelajaran menggunaan kun layak digunakan pada siswa SSB PORTIS Saentis. Hasil latihan siswa melalui penggunaan video pembelajaran lebih efektif dibandingkan dengan hasil latihan siswa sebelum menggunakan video pembelajaran pada siswa SSB PORTIS Saentis.. Kata Kunci: video pembelajaran, kun, teknik dasar permainan sepak bola Abstract: The purpose of this research is to develop learning media of basic technique of playing football using kun, to be feasible to be used in school and to know the effectiveness of student training result by using learning media of basic technique of playing football using kun. This research method is research and development method. This research is a development research that aims to produce a product in the form of learning videos leads and mengumpan ball on football basic techniques using kun. The results showed that: (1) the students after following the learning process using learning media development product in the form of learning video basic technique leads and feeds on the game of football increased than before following the learning using learning media in the form of learning video basic technique lead and feed on the game of football . (2) Basic instructional video learning videos leads and feeds on the game of soccer through learning to use the proper use of kun on SSTER PORTIS Saentis students. The results of the student exercises through the use of learning videos are more effective than the results of student exercises before using video learning on SSB students PORTIS Saentis. Keywords: learning video, kun, basic soccer game techniques


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