Fakhri, Jamal
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The Development of Teaching Materials Gamification-Based Problem Solving on the Material in Terms of Four Putra, Rizki Wahyu Yunian; Fakhri, Jamal; Fitriani, Dewi
International Journal of Trends in Mathematics Education Research Vol 2, No 2 (2019)
Publisher : IIES Independent

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (788.078 KB) | DOI: 10.33122/ijtmer.v2i2.30

Abstract

This study aims to develop teaching materials gamification-based problem solving on the material in terms of four. To view the judging of the validator against the feasibility of teaching materials gamification-based problem solving on the material  terms of four and see the response of students to the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four. This research use type research of research and development with a research model ADDIE (Analysis, Design, Development, Implementation and Evaluation. Stage of development (development) involving 9 validator (three validator matter experts, three media experts and three language experts) to assess the feasibility of the material, the media and the Indonesian language good and right. Stage of Implementation (field trials) involving 80 students ( 20 students trial of small group and 60 students test a large group). The assessment of the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four using the questionnaire i.e. a questionnaire the validator and questionnaires of learners. Data analysis using descriptive analysis using Microsoft Office Excel 2010. The results of the validation matter experts from the 3 validator shows that the overall product to obtain an average value of 3.7 and the Results of the validation media experts obtained an average value of 3.3 while the results of the validation of language experts to obtain an average value of 3.4. While the results of the trials of a small group of 10 students of MTs N 1 Bandar Lampung obtained the results of the attractiveness of the teaching materials with an average value of 3.4. while the test is a large group that was conducted in SMP 30 Bandar Lampung to obtain an average value of 3.5. Thus, it can be concluded that the development of teaching materials gamification-based problem solving on the criteria of very worthy and interesting.
MARKETING STRATEGY TSANAWIYAH MADRASAH IN BANDAR LAMPUNG CITY Bedi, Fisman; Patimah, Siti; Fakhri, Jamal; Noviarita, Heni; Koderi, Koderi
Edukasi Islami : Jurnal Pendidikan Islam Vol 9, No 02 (2020): Edukasi Islami: Jurnal Pendidikan Islam
Publisher : Sekolah Tinggi Agama Islam Al Hidayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30868/ei.v9i02.1925

Abstract

This study focuses on analyzing how the marketing strategy of Madrasah Tsanawiyah in Bandar Lampung City uses a descriptive qualitative approach. The results of the study, Madrasah Tsanawiyah in determining the right product according to community demand will increase the number of student enthusiasts, the costs set must pay attention to purchasing power, affordability of costs, suitability of costs with product quality. In terms of the location of education, the availability of facilities and infrastructure that supports educational products offered with a sense of security and comfort. Promotions are carried out, more effectively by involving the user community as Customer Co-Creation by maximizing alumni and parents who have experienced educational products directly, on the other hand, the power of social media information flow is a separate choice in conducting promotions.