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Peran Bimbingan Konseling Islam Mengatasi Kecanduan Game Online Ardi Ardi
EKSPOSE Vol 18, No 1 (2019)
Publisher : Institut Agama Islam Negeri (IAIN) Bone

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30863/ekspose.v18i1.370

Abstract

AbstrakBimbingan dan konseling Islami merupakan kegiatan proses bantuan yang diberikan kepada individu dalam memahami dirinya sendiri untuk menjalani tahap perkembangan menjadi manusia seutuhnya sebagaimana potensi yang dimilikinya sesuai petunjuk Allah dan sunnah Rasul. Terlihat sangat jelas bahwa bimbingan dan konseling Islami adalah proses bimbingan dan konseling yang berorientasi pada ketentraman, ketenangan hidup manusia di dunia dan di akhirat. Pencapaian rasa tentram (sakinah) itu tercapai melalui upaya pendekatan diri kepada Allah untuk memperoleh perlindungan-Nya. Dengan demikian, dapat dikatakan bahwa bimbingan dan konseling Islami mengandung aspek spiritual dan dimensi material. Salah satu tantangan di era revolusi industri 4.0 adalah kemajuan teknologi terutama TIK dengan munculnya smartphone. Kemajuan teknologi ini di satu sisi membantu dalam dunia pendidikan misalnya memudahkan siswa dan guru mendapatkan referensi pembelajaran dan penggunaan aplikasi ujian berbasis internet. Namun disisi lain tak dapat dipungkiri banyaknya pelajar mulai dari jenjang SD bahkan sampai jenjang perguruan tinggi mengalami kecanduan bermain game online. Permasalahan mengakses internet yang tidak terkendali pada diri remaja dipengaruhi oleh beberapa faktor, diantaranya karena perkembangan remaja yang masih labil, ketidakmampuan mengendalikan kecanduan bermain game online menyebabkan siswa malas belajar sehingga prestasi akademik dan kualitas kesehatannya menurun. Untuk mengatasi hal tersebut sangat dibutuhkan peran bimbingan konseling Islami. Bimbingan konseling Islami dengan metode yang bersumber dari al-Qur’an dan sunnah Rasulullah SAW seperti keteladanan Rasulullah SAW (modeling), conditioning, tazkiyatun nufus (penyucian jiwa) dan tazkiyatun nuqud (penyucian pendapatan/ibadah sosial) dapat menjadi solusi dalam mengatasi kecanduan game online.AbstractIslamic guidance and counseling is an aid process activity that is given to individuals in understanding themselves to undergo the stage of development to become fully human as they have the potential according to Allah's instructions and the Sunnah of the Prophet. It is very clear that Islamic guidance and counseling is a process of guidance and counseling that is oriented to peace, the tranquility of human life in the world and in the hereafter. The attainment of peace (sakinah) is achieved through an effort to approach oneself to Allah to obtain His protection. Thus, it can be said that Islamic guidance and counseling contains spiritual aspects and material dimensions. One of the challenges in the era of industrial revolution 4.0 is the technological advances especially ICT with the advent of smartphones. The progress of this technology on the one hand helps in the world of education for example facilitating students and teachers to get reference to learning and the use of internet-based exam applications. But on the other hand, it cannot be denied that the number of students starting from elementary school even to college level is addicted to playing online games. The problem of uncontrolled access to the internet in adolescents is influenced by several factors, including because of the development of adolescents who are still unstable, the inability to control addiction to playing online games causes students to be lazy to learn so academic achievement and quality of health decreases. To overcome this, the role of Islamic counseling is urgently needed. Islamic counseling guidance with methods derived from the Qur'an and the Sunnah of the Prophet Muhammad, such as the example of the Prophet Muhammad (modeling), conditioning, tazkiyatun nufus (purification of the soul) and tazkiyatun nuqud (purification of income / social worship) can be a solution to overcome game addiction on line.
The Effect of the Assignment to Make a Mind Map Before the Implementation of Discovery Learning on the Knowledge Competencies of Class VII SMPN 2 Lubuk Alung Puput Putri; Helendra Helendra; Ganda Hijrah Selaras; Ardi Ardi
ATRIUM PENDIDIKAN BIOLOGI Vol 5, No 2 (2020): Atrium Pendidikan Biologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/apb.v5i2.6106

Abstract

The research is based on the problems that exist in SMPN 2 Lubuk Alung, the students’ Cognitive competency are still low. One of the efforts that is done to increase students’ Cognitive competency is to apply  the assigment to make a mind map before is applied the discovery learning on students VII grade learning competencies at SMPN 2 Lubuk Alung. This research  used a randomized control group-only design. The population is all student of class VII SMPN 2 Lubuk Alung registered in 2018/2019. Sampel was taken by using purposive sampling  technique and getting VII.1 as the eksperimen class, VII.2 as the control class. The hypothesis was tested using the t-test, can be concluded that the competence of learners knowledge tcount2,52>ttabel1,67. This shows that the hypothesis is accepted. it can be concluded that the assignment create a mind map before applying the discovery learning gives positive effect on students knowledge competencies the VII grade at SMPN 2 Lubuk Alung Keywords: Mind Map, Discovery Learning, Cognitive Competency
Application of Guided Inquiry Learning Model to Cognitive Competencies of Students Assisted by Mind Map in Senior High School UNP Laboratory Development Nia Anggraini; Ramadhan Sumarmin; Ardi Ardi; Elsa Yuniarti
ATRIUM PENDIDIKAN BIOLOGI Vol 4, No 2 (2019): Atrium Pendidikan Biologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/apb.v4i2.5889

Abstract

Research on the effect of mind-assisted mind inquiry models on students' knowledge competencies in SMA X-class UNP Laboratory Development Cross-interest. Guided Inquiry learning models assisted by Mind Map if both are combined students can understand learning material more clearly so that students can improve their learning competencies and can develop students' critical thinking skills. This study uses quasi experiments. And research design Randomized Control-Group Pretest-Posttest Design sampling technique is done by purposive sampling. The instrument used to measure the results of cognitive learning competencies of students using objective tests. The results showed that there were differences in cognitive learning outcomes from the mind map assisted guided inquiry model that had a positive effect than the direct learning model.
The Effect of Cooperative Learning Models with Talking Stick Method on Students’ Science Learning Competencies Class VII of SMPN 23 Padang Reni Rahayu; Helendra Helendra; Ganda Hijrah Selaras; Ardi Ardi
ATRIUM PENDIDIKAN BIOLOGI Vol 4, No 2 (2019): Atrium Pendidikan Biologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/apb.v4i2.6084

Abstract

ABSTRACT The low learning competency of students is caused by several problems encountered during the learning process, including the learning process centered on teacher (teacher centered). This will cause students to play an less active role, causing students learning competencies to be low. One effort was made to improve learning competencies by applying cooperative learning models with talking stick method assisted by problem question. Learning with this model requires students to play more active roles during the learning process. This study aims to reveal the effect of the use of cooperative learning models with talking stick method assisted by problem question on students learning learning competencies. This research was conducted at SMPN 23 Padang on global warming material. This research is an experimental study with the design of the Randomized Control Group Posttest Only Design. The population of this study was all students of class VII of SMPN 23 Padang. Sampling using purposive sampling technique. The research instrument used was a learning outcome test with multiple choice questions, and an attitude and skills assessment in the form of an observation sheet. Knowledge and attitude competency data use t test, while skill competency uses t’ test. The result showed that the science learning competencies of axperimental class students were higher than the control class. It can be concluded that the cooperative learning models with talking stick method assisted by questions card has a positive effect on students’ learning competencies.Keywords: (Cooperative Learning, Talking Stick Method, Learning Competencies)
The Effect of Environmental-Based Guided Inquiry Learning Model on the Competence of Science Students in Tarusan Rintia Mawaddah; Helendra Helendra; Ganda Hijrah Selaras; Ardi Ardi
ATRIUM PENDIDIKAN BIOLOGI Vol 4, No 3 (2019): Atrium Pendidikan Biologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/apb.v4i3.6090

Abstract

The lack cognitive competency os caused by a problem when learning begins, in the learning model used does not involve active students in learning. How to overcome thatis done to increase the students' cognitive competency is to apply an guided inquiry learning model based environment at SMPN 2 Koto XI Tarusan in KD. 3.7 material interaction of living things with their environment. This research used a Randomized Control Group Posttest Only Design. The population in this study were all student VII SMPN 2 Koto XI Tarusan. Sampel was taken by purposive sampling technique. The hypothesis testing using the t test. The results of data analysis in the research obtained in a cognitive competency that tcount>ttable (1.70>1.67). So, the conclusion of the guided inquiry learning model baased environment give a meaningfull effect on student' cognitive competency
The Effect of Make A Match Learning Model on Students’ Science Cognitive Competency of Junior High School Students In Payakumbuh City Silvina Arifa; Ardi Ardi; Relsas Yogica; Ramadhan Sumarmin
ATRIUM PENDIDIKAN BIOLOGI Vol 4, No 2 (2019): Atrium Pendidikan Biologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/apb.v4i2.5685

Abstract

This research is an experimental research which aims to see the effect of make a match learning model on students' knowledge competency in circulatory system material at SMPN 3 Payakumbuh academic year 2018/2019. The implementation of the study did not allow the researcher to control variabel as a whole so that this study belongs to the quasi experiment category with a randomized control group posttest only design. Sampling in this study using purposive sampling technique. Data analysis techniques using statistical tests namely t test. The results of the statistical test show that in a significant term (α = 0.05) obtained the value of tcount> t table, which is 3.32> 1.67 then H0 is rejected and H1 is accepted. It can be concluded that the knowledge competency of students by using the make a match learning model is higher than the knowledge competency of students who use conventional learning. It can be interpreted that there is the influence of the make a match learning model on students' knowledge competencies in circulatory system material at SMPN 3 Payakumbuh.
PENDIDIKAN TINGGI ISLAM DAN TRANSFORMASI INTELEKTUAL Ardi Ardi
Kreatif: Jurnal Pemikiran Pendidikan Agama Islam Vol 13 No 2 (2015): Juli
Publisher : Program Studi Pendidikan Agama Islam Tarbiyah IAI Muhammadiyah Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52266/kreatif.v13i2.86

Abstract

Sains dan teknologi modern merupakan produk sejarah dan kebudayaan khas Barat. Dalam penerapannya, sains dan teknologi modern menjadi kebutuhan masyarakat dunia. Tidak terkecuali masyarakat muslim, yang pada akhirnya bergantung pada masyarakat/kebudayaan Barat. Berdasarkan fenomena tersebut, para cendekiawan Muslim mencoba menggagas Islamisasi sains, karena sains dan teknologi yang ada hari ini telah terkontaminasi oleh peradaban Barat yang sekuler. Oleh sebab itu, Islamisasi sains dalam hal ini dimaksudkan untuk menghubungkan sains dengan agama, yang berarti mengaitkan hukum alam (sunatullah) dengan al-Qur’an yang pada hakikatnya merupakan ayat-ayat Tuhan. Pendidikan Tinggi Islam menjadi wadah yang tepat untuk sosialisasi dan transformasi intelektual, sehingga mampu mengimplementasikan nilai-nilai Islam kedalam sains modern, sebagai upaya mengintegrasikan sains dengan agama.
Development of Module Learning Based on Concept with Exampel on Cell Material for Students SMA Meli Gustinasari; Lufri Lufri; Ardi Ardi
Bioeducation Journal Vol 1 No 1 (2017): Bioeducation Journal
Publisher : Universitas Negeri Padang Address: Biology Education Study Program Faculty Mathematics and Natural Science (FMIPA) Jl. Prof. Dr. Hamka Air Tawar Barat, Padang-West Sumatera-Indonesia Telp. +62751-7057420 - Fax.+62751-7058772 - Ph. +6281363229286

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/bioedu.v1i1.29

Abstract

The purposes of this research are to result and show the validity and practicality of biology module based on concept with example on cell material for Senior High School students. This research used 3 steps from AP3 Models those are problem and necessary analize, design, and develop. The subjects of this research were 5 validators, 2 teachers, and 20 students class XI from MAN 3 Padang. Data in this research was primary data collected from validity and practicality questionnaire. The result of validity was 86,31% in criteria valid, practicality by teachers was 87,50% in criteria practice, and practicality by students was 87,59% in criteria practice.
The Validity of Guided Inqury-Based Teaching Materials on Management and Technique Laboratory Yosi Laila Rahmi; Ardi Ardi; Ernie Novriyanti
Bioeducation Journal Vol 1 No 2 (2017): Bioeducation Journal
Publisher : Universitas Negeri Padang Address: Biology Education Study Program Faculty Mathematics and Natural Science (FMIPA) Jl. Prof. Dr. Hamka Air Tawar Barat, Padang-West Sumatera-Indonesia Telp. +62751-7057420 - Fax.+62751-7058772 - Ph. +6281363229286

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/bioedu.v1i2.58

Abstract

The study aimed to produce guided inquiry-based teaching materials for management and technique laboratory and to determine the validity of the teaching materials. The research was conducted using 3 (three) steps of a research and development (R&D) model. The instruments used in data collection in this research were questionnaire for student needed analysis and questionnaire to measure the teaching materials validity. The data obtained was quantitative from several validators. The validators consist of three lecturers. The percentage of a validity the teaching materials based on guided inquiry was 93.23 which can be categorized was very good.
PERANCANGAN DAN IMPLEMENTASI GAME EDUKASI MARBEL UNTUK KURIKULUM TINGKAT SEKOLAH DASAR Ardi Ardi; Tata Sutabri
Prosiding Semnastek PROSIDING SEMNASTEK 2014
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Banyak  orang  tua  yang  khawatir  dengan  perkembangan  anaknya,  terlebih  lagi  karena  anak-anaklebih suka bermain dan enggan untuk belajar. Di sekolahnya anak pada tingkat sekolah dasar sudahdiberikan  materi  pelajaran,  diajari  membaca,  menulis  serta berhitung.  Tetapi  banyak  anak  yangtidak  menyukai  pelajaran  khususnya  dalam  mata  pelajaran  matematika  yang  dianggap  olehsebagian anak adalah pelajaran yang sulit dan menakutkan. Dalam pengembangannya aplikasi inimenggunakan  model    System  Development  Life  Cycle  (SDLC)  dengan  metode  pendekatanterstruktur. Adapun  teknik  pengambilan  data  dalam game MARBEL  ini adalah analisis  sistem,perencanaan  sistem,  perancangan  sistem,  dan  implementasi sistem. Dengan  adanya gameMARBEL ini dapat membantu anak dalam memahami soal-soal matematika yang dianggap sulit,dan  menambah  daya  tarik  anak  dalam  belajar  karena  dikemas  dalam  bentuk  permainan  yangmenyenangkan. Adanya  gambar  yang nyata  memiliki nilai yang lebih tinggi bagi perkembangandan daya ingat pada anak, dan berhasil memberikan variasi pembelajaran yang berbeda pada anaksehingga menimbulkan minat belajar yang lebih tinggi.