scholarly journals Enhancing Teachers’ Competence in the Learning of Fiqih Mawaris through the Collaboration of Conventional and Modern Media At-Tashil Digital Application at Balai Diklat Keagamaan Aceh

2019 ◽  
Vol 5 (2) ◽  
pp. 44
Author(s):  
Nurdin Nurdin

Problems in today’s learning includes the low competence of teachers in the use of media for teaching and learning. Among the weaknesses of teachers is the lack of the ability in using the media in learning fiqih mawaris. Many teachers still use conventional media such as markers, board and paper. This affects on the low level of students’ ability on the subject of fiqih mawaris. This study aims to understand the competence of teachers in teaching and learning fiqih mawaris through the collaboration of conventional media and digital media (the application of At-Tashil) at the training center of Balai Diklat Keagamaan (BDK) Aceh. This study adopts qualitative approaches. Data were collected through interviews, the study of documents and observations, while collected data were analyzed through data reduction, presentation of data and the withdrawal of conclusion. The results show that teachers’ competence on subjects of the fiqih mawaris was improved through the process of collaboration between conventional media and modern media of At-Tashil application.

Author(s):  
M. Nur Erdem

Violence has been a part of daily life in both traditional and digital media. Consequently, neither the existence of violence in the media nor the debates on this subject are new. On the other hand, the presentation of violence in fictional content should be viewed from a different point of view, especially in the context of aesthetization. Within this context, in this chapter, the serial of Penny Dreadful is analyzed. As analyzing method, Tahsin Yücel's model of the “space/time coordinates of narrative” is used. And the subject of “aestheticization of violence” is analyzed through a serial with the elements of person, space, and time. Thus, the role of not only physical beauty but also different components in the aestheticization of violence is examined.


2004 ◽  
pp. 291-307 ◽  
Author(s):  
Wolfgang Strauss ◽  
Monika Fleischmann ◽  
Jochen Denzinger ◽  
Michael Wolf ◽  
Yinlin Li

Research into the opportunities offered by electronic media, as regards finding and acquiring knowledge, together with the development of new teaching and learning methods for the field of art and culture is the focus of the work being carried out by the Media Arts Research Studies (MARS) research group at the Fraunhofer Institute for Media Communication. This chapter illustrates the requirements on electronic and digital media concepts in the context of e-learning, using the very latest developments and experience in this sector as examples. In the broadest sense, the aim is to visualise information and create networked “knowledge spaces” which are accessible to users as new forms of teaching and learning through play. Experimental methods, tools and interfaces that support communication between the digital and physical spaces and investigate new forms of knowledge retrieval are being developed and tested.


2019 ◽  
Vol 4 (2) ◽  
pp. 90
Author(s):  
Sera Delta Tanjung ◽  
Ihsan Ihsan

In the curriculum informatics engineering program of South Aceh Polytechnic, functiom derivative is taught in the second semester. The derivative function is a mathematics concept who does manipulation toward a function, thus the function slope can be obtained quantitatively on the slanted point. The derivative function material is one of the difficult material faced by the students. Accordingly, the implementation of a learning model is a good thing to create students' interest on the subject. And the media also use to support teaching and learning process as software maple. The purpose of this research is to find out the students’ results who have taught by quantum teaching and also maple on derivative function and the students who have taught by conventional method, and also to know the students' responses after taught by quantum teaching and software maple on derivative material. Experimental method is used in this research by designing pre-test and post-test and control groups. The population is all of the second semester informatics engineering's students at South Aceh Polytechnic where they divided into two classes. The technique in gaining data is using two tests, they are written and questionnaire test. The result of data is analyzed by T-test, and questionnaire is analyzed by calculating the average scores which have set by Likert-scale. Research found that t-score > t-table that is 2.41>1,69. This showed that, the students' score on derivative material taught by quantum teaching by adopting media maple is better than the students' score taught by conventional method at informatics engineering of South Aceh Polytechnic. As for the students' responses, gainned the average of a proposed statements is 3.52. According to the specified criterias, the researcher concludes that the students' responses toward the implementation of quantum teaching by software maple on derivative function is very positive.


2019 ◽  
Vol 4 (2) ◽  
pp. 125
Author(s):  
Sandi Pradana ◽  
Ashadi Ashadi

This research aims to develop weblog as media in teaching writing of senior high school students.It is a research and development (R&D) study that follows ASSURE model proposed by Heinrich and developed by Smaldino, Heinich, Molenda, & Russell (2005:49). The procedure of developing media consisted of analyzing learner, stating objective, selecting media, utilizing media, requiring learner participation, evaluating and revising.The product was examined by the media expert. After conducting the first test, the second test was conducted by English teacher and students. The subjects of this research were the eleventh grade students of PGN 1 High school. The subject consisted of 19 students of class XI. The researcher used an interview and questionnaires as the data collecting technique. The questionnaires were distributed for needs analysis and expert validation. English teacher and students’ responded toward the developed weblog. The data were analyzed using descriptive statistics for the questionnaires and the qualitative analysis technique for the interview.The findings revealed that the developed weblog as online media in teaching writing is categorized “very good” by experts with the mean scores put on 3.82. The result score of tryout is 3.48 and categorized as very good. The English teacher’s response towards the weblog show the range of average mean score on 3.69 categorized “very good”. Therefore, the developed weblog is very appropriate to use in teaching and learning process of writing.


Author(s):  
Dessyana Nasution And Masitowarni Siregar

The aims of this study are to know the Teachers’ Strategies on Teaching Reading Comprehension of Recount Text at Grade X of SMA Negeri 1 Simpang Empat. It was conducted by using qualitative research method. The subjects of this study are two English teachers at SMA Negeri 1 Simpang Empat. The two teachers taught at Grade X. They chosen as the subject which were observed and interviewed. The writer used two instruments, they were observation and interview. This study found that the teachers at SMA Negeri 1 Simpang Empat used appropriate strategy in teaching reading comprehension of recount text and using the media to make the students be motivated and interested in learning. The teachers guided and managed the students in comprehending the material. The teachers' reason in using strategies is because the students get difficulties in comprehending the material if the teachers were used the traditional teaching strategies. The implementation of the strategy adapted by the teachers with the material, the indicator, the purpose of learning on the syllabus and curriculumn. All of the students were active and motivated in teaching and learning process. They were also brave to share the idea, asked the teacher when they found the problem on learning the material and answer the question that given by the teacher.


2019 ◽  
Vol 3 (2) ◽  
pp. 81-85
Author(s):  
Entis Sutisna ◽  
Lungguh Halira Vonti ◽  
Septian Agung Tresnady

This research aimed to find out the students’ perception and challenges in lteaching and learning process through Pow Toon software. Qualitative data are gained from classroom observation, questionnaire, and interview. The qualitative data are analysed by assembling the data, coding the data, comparing the data to the theory, building interpretations, and reporting the outcomes. The result of the research shows the students' perceptions of learning through this kind of software and describes the challenges found by both the teachers and the students. Thus, it is also found out that learning by using animation video also make a learning process more interesting. However, one of the challenges that the students found in learning through the animation video from Pow Toon software is the motion of the animation itself that distract students’ concentration; therefore, the teachers who will use the media should consider best instructional technique in the teaching and learning process. In addition, the duration when the explanation on the video is too fast. So they need to extra concentrate to the material itself. Yet, the use of digital media in teaching and learning process is one of innovative ways and it is a necessity for the millenium era.


2020 ◽  
Vol 5 (2) ◽  
pp. 81-90
Author(s):  
Nurul Ahsin ◽  
Chintya Rahmawati

The study focuses on the implementation of the “Game Ranking 1st” method to increase student learning motivation in the subject of Islamic Religious Education at SMPN 3, Pare, Kediri. Through this learning method, the online teaching and learning process is expected to be learner-centered, while the teacher acts as a guide. This study uses qualitative approaches and descriptive methods. Data Collection techniques through interviews, observation, and documentation. The informants involved in this study were a teacher of Islamic Religious Education and several students at grade VII of SMPN 3 Pare, Kediri. The result of this study indicates that: 1) The application of the “Game Ranking 1st” method in Islamic Education is implemented in stages; preparation, in the form of checking attendance and presenting learning steps; implementation, by providing the Quizizz web link along with the code to students; and evaluate learning outcomes. 2) Through the “Game Ranking 1st” method, student’s intrinsic motivation is increased marked by their enthusiasm and high interest in learning, along with extrinsic motivation, they are attracted by the stimulus provided by the teacher in the form of value rewards and praise, and punishment in the form of adding questions and assignment.


2020 ◽  
Vol 5 (1) ◽  
pp. 27-36
Author(s):  
Handi Darmawan ◽  
Nawawi Nawawi

Kendala proses belajar mengajar di SMA Negeri 1 Suhaid yaitu; siswa masih merasa kurang tertarik dengan penyajian materi yang disampaikan karena media yang selama ini digunakan hanya power point, buku paket, dan bersifat abstrak. Tujuan penelitian ini adalah untuk mengembangkan media interaktif yang dilengkapi dengan LKS dan menganalisis bagaimana kelayakan media interaktif virus menurut ahli materi serta ahli media. Metode yang digunakan dalam penelitian ini adalah metode research and development dengan desain pengembangan model Hannafin & Peck model. Analisis data dalam penelitian ini menggunakan konsep Miles dan Hubermen, menggunakan data reduction, data display, dan conclusion.  Hasil penilaian media interaktif virus yang dikembangkan memperoleh skor sebesar 84,44 oleh pakar media dan 88,89 oleh pakar materi dan termasuk dalam kriteria sangat layak untuk digunakan. LKS berdasarkan penilaian pakar materi mendapatkan nilai persentase sebesar 82,89% dan terkategorikan layak. Berdasarkan hasil filed test dapat disimpulkan bahwa media interaktif dan lembar kerja siswa dapat membantu siswa dalam meningkatkan hasil belajar.Kata kunci: Media pembelajaran interaktif, lembar kerja siswa, virus The development of interactive learning media and student worksheets on virus materials. Based on observations and interviews with teachers at SMA Negeri 1 Suhaid, it is believed there are still many problems that teachers and students face in Teaching and Learning Activities on viral material namely; Students still feel less interested in the presentation material presented because the media which has so far only been used is powerpoints, textbooks, and abstract translations. The purpose of this research is to analyze how interactive media viruses interact with material experts and media experts, and how the development of interactive media is equipped with worksheets. The method used in this study is the research and development method, with the Hannafin & Peck model development design. The data analysis used Miles and Huberman, consist of data reduction, data display, and conclusions. Results interactive virus media developed obtained a score is 84.44 by media experts and 88.89 by material experts and included in the criteria was very feasible to use. While the worksheet based on material experts obtained a percentage value is 82.89% and was categorized as feasible. Based on the results submitted, the test can conclude an interactive media and worksheets can assist students in improving learning outcomes.Keywords: Interactive media education, student worksheet, virus


2020 ◽  
Vol 1 (2) ◽  
Author(s):  
Rika Pratiwi ◽  
Endang Susilawati ◽  
Wardah Wardah

The aim of this research was to improve students mastery of simple present tense in descriptive text by using Kahoot! game. This research was a classroom action research that was done in three cycles. The subject for this research was the tenth-grade students in class X IIS 2. The writer observed students improvement in mastering the simple present tense by collecting data through observation checklist, field notes and multiple choices test. The students attitude towards the learning process was gathered by observation checklist and field notes. The data of students mastery in simple present tense was obtained by the students test which was assessed through scoring rubric. The result showed that students problems in simple present tense in the form of verb (to be) and verb (-s,-es) of the third person singular had been solved by using Kahoot! game as media for teaching, by providing picture in each question of Kahoot! game, by setting time limit in the game to encourage students participation, a music in the Kahoot! game created positive attitude in the classroom and the questioning improved the students attention and motivation in remembering the rules of simple present tense. Furthermore, the students interest in learning the simple present tense also improved. In conclusion, the media was able to improve the students mastery of simple present tense in descriptive text. The writer recommends the teacher to use Kahoot! game as media in teaching and learning process, especially in teaching simple present tense with the similar problems.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Helena Sandberg ◽  
Julia Gillen

Abstract In the media and communications field, research investigating the digital media engagements of very young children at home has largely been restricted to survey methods relying on parental self-reports. Recognizing that qualitative approaches can provide insights in families’ practices, values, and attitudes, we argue for the fruitfulness of an ethnographic perspective, drawing on three cases from the project “A Day in the Digital Lives of children 0–3;” two in Sweden and one in England. Using the concept of methodological responsibility, we argue that methodology and ethics are intrinsically entwined. We offer reflections on dilemmas and challenges involved in our participatory work with children under three and their families, bringing attention to such issues as ensuring initial and ongoing consent, using a video camera in the home and data sharing and dissemination. Building trust in such sensitive work is a complex process but the rewards are considerable.


Sign in / Sign up

Export Citation Format

Share Document