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The Phenomenon of al Tasyabbuh: Birthday Celebration in the View of Students, Education and the Perspective of Ulama Based on Islamic Law Dwi Fitria Al Husaeni; Mushfani Ainul Urwah; Seni Siti Inayah; Munawar Rahmat; Risris Hari Nugraha; Nurul Firdaus
Indonesian Journal of Multidiciplinary Research Vol 2, No 2 (2022): IJOMR: VOLUME 2, ISSUE 2, 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.311 KB) | DOI: 10.17509/ijomr.v2i2.43556

Abstract

At this time among Indonesian Muslims, the phenomenon of tasyabbuh is often encountered, such as the celebration of Valentine's Day, the style of dress, birthday celebrations and many more. This study aims to analyze the opinion of Muslim students regarding birthday celebrations as an example of the tasyabbuh phenomenon in everyday life. This study analyzes the law of birthday celebrations in an Islamic perspective. The research method is a mixed method (quantitative and qualitative). The research was conducted in three stages, namely i) distributing questionnaires; ii) in-depth interviews with experts and iii) data analysis. Respondents consisted of 35 active university students in Indonesia and two religious’ teachers in the Padalarang and Cimahi areas, Indonesia. The results of this study indicate that there are two opinions about birthday celebrations. First, there are scholars who allow birthday celebrations as long as they do not violate Islamic law and second, there are scholars who argue that birthday celebrations are prohibited because they resemble Jews and Christians. Both opinions have a strong legal basis derived from the Qur'an and Hadith. By doing this research, it is hoped that every Muslim can be wise about the actions that will be taken by paying attention to the law in an Islamic perspective. Therefore, a Muslim does not just follow a culture without knowing the cause and effect of the act.
The Scientist Mila: Game Edukasi untuk Simulasi Sistem Pencernaan Warda Azzahra; Seni Siti Inayah; Agus Rian Sirojudin; Enjun Junaeti
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.17509

Abstract

Nowadays, learning media are increasingly being developed in various forms by various parties with the aim of being a tool increasing students' understanding of learning. One type of media that can be implemented in learning is games. The use of games in the learning process has the potential to improve children’s learning process. The purpose of this research is to develop learning media that can present interactive visualizations of human digestive system material in elementary school (SD). This study is a development research that uses the DDD-E model (Decide, Design, Develop, Evaluate). The reason for using this model is that, in this study, the development of novel visual games will be carried out where each time developing or adding features will be evaluated. The results showed that the developed media can be used as a learning medium for elementary school students on the subject of the human digestive system. The total percentage of the average value given by subject matter experts was 100%, media experts was 97.5%, and psychology experts was 87.5%. Therefore, the average overall score was 95%, with a very good category. Dewasa ini, media pembelajaran semakin banyak dikembangkan dalam berbagai bentuk oleh berbagai pihak dengan tujuan sebagai alat bantu peningkat pemahaman belajar siswa. Salah satu media yang dapat diimplementasikan dalam pembelajaran adalah game. Penggunaan game dalam proses pembelajaran dinilai berpotensi dalam meningkatkan proses belajar anak-anak. Tujuan penelitian ini adalah mengembangkan media pembelajaran yang dapat menyajikan visualisasi interaktif materi sistem pencernaan manusia di sekolah dasar (SD). Penelitian ini merupakan penelitian pengembangan yang menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Alasan digunakannya model ini karena dalam penelitian ini akan dilaksanakan pengembangan game visual novel dimana setiap kali melakukan pengembangan atau penambahan fitur akan diadakan evaluasi. Hasil penelitian menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai media pembelajaran siswa SD pada mata pelajaran sistem pencernaan manusia. Dimana persentase total nilai rata-rata yang diberikan ahli pelajaran sebesar 100%, ahli media sebesar 97,5%, dan ahli psikologi sebesar 87,5%. Jadi rata-rata skor keseluruhan adalah 95% dengan kategori Sangat Baik.