Alim Hardiansyah
Institut Sains dan Teknologi Al Kamal, Indonesia

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Identification of Online Educational Game Applications in Teaching English for Madrasah Students Eka Melati; Fahria Malabar; Alim Hardiansyah; Nursakina Husen; Pandu Adi Cakranegara
Nazhruna: Jurnal Pendidikan Islam Vol 5 No 3 (2022): Islamic Education
Publisher : Program Studi Pendidikan Islam Institut Pesantren KH Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (629.588 KB) | DOI: 10.31538/nzh.v5i3.2502

Abstract

This article identified many educational game applications we found online that were relevant for application among madrasa students. Many studies on learning English for madrasah students have been carried out. We have not found any studies with the theme of identifying some relevant game applications applied in madrasah environments whose learning is more Islamic in content and slightly different from other general schools in Indonesia. For this reason, we have conducted a series of data searches in the context of the scientific context of international experts and domestic publications. To get data that can answer the problem first, we conducted a comprehensive study that involved data coding, thorough evaluation, and interpretation of the data so that the data could be used as the highest answer to this elephant's question. After we studied it, we got the results and discussed them carefully. Finally, we can summarize several educational game applications we can access online that we apply to madrasas, including children's pictures dictionary, monkey puzzle game, little birds game, kids learning, Billy playing games, and several games. Another trendy game has been applied in several schools in international contacts. Hopefully, the results of this identification can be helpful in the following study.
Identification of Online Educational Game Applications in Teaching English for Madrasah Students Eka Melati; Fahria Malabar; Alim Hardiansyah; Nursakina Husen; Pandu Adi Cakranegara
Nazhruna: Jurnal Pendidikan Islam Vol 5 No 3 (2022): Islamic Education
Publisher : Program Studi Pendidikan Islam Institut Pesantren KH Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/nzh.v5i3.2502

Abstract

This article identified many educational game applications we found online that were relevant for application among madrasa students. Many studies on learning English for madrasah students have been carried out. We have not found any studies with the theme of identifying some relevant game applications applied in madrasah environments whose learning is more Islamic in content and slightly different from other general schools in Indonesia. For this reason, we have conducted a series of data searches in the context of the scientific context of international experts and domestic publications. To get data that can answer the problem first, we conducted a comprehensive study that involved data coding, thorough evaluation, and interpretation of the data so that the data could be used as the highest answer to this elephant's question. After we studied it, we got the results and discussed them carefully. Finally, we can summarize several educational game applications we can access online that we apply to madrasas, including children's pictures dictionary, monkey puzzle game, little birds game, kids learning, Billy playing games, and several games. Another trendy game has been applied in several schools in international contacts. Hopefully, the results of this identification can be helpful in the following study.
Learning Multimedia Management Strategy at Home During Learning from Home Budi Sulistiyo Nugroho; Abdul Wahab Syakhrani; Alim Hardiansyah; Petrus Jacob Pattiasina; Emy Yunita Rahma Pratiwi
Nidhomul Haq : Jurnal Manajemen Pendidikan Islam Vol 6 No 3 (2021): Islamic Education Management
Publisher : Program Studi Manajemen Pendidikan Islam Institut Pesantren KH Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/ndh.v6i3.1806

Abstract

The extraordinary development of technology followed by changes in human life in all fields also impacts the behavior of technology users and consumer behavior than multimedia, all of which have accelerated changes both in terms of multimedia transformation and in the form of business models that use multimedia. This study will discuss how multimedia strategies and their sustainable governance will impact distance learning that has been practiced so far as part of the effort to respond, namely learning from home. Because the impact of this media is quite significant, the parties, including parents who have to guide their children's learning, must also get a good understanding of how their strategy is to manage multimedia management for their children's learning considering that today multimedia technology has become like food that must be adequately served, really not contaminated with viruses or other toxins. This study utilizes data from the latest findings from previous publications from the book, journals, and other websites that contribute to the voice of technology and its impact on its users. Based on the results of the study of these data sources and a very detailed discussion, we finally got a new entry where parents must gain an understanding of multimedia applications and also how to use them and their uses so that parents and students can take advantage of multimedia for their learning success and life.