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Indikator Kesejahteraan Petani melalui Nilai Tukar Petani (NTP) dan Pembiayaan Syariah sebagai Solusi Keumala, Cut Muftia; Zainuddin, Zamzami
Economica: Jurnal Ekonomi Islam Vol 9, No 1 (2018)
Publisher : Fakultas Ekonomi dan Bisnis Islam UIN Walisongo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/economica.2018.9.1.2108

Abstract

As an agricultural country, attention to the welfare of farmers in Indonesia is considered very strategic. One of the measuring tools for farmers? welfare that is used today is Farmer?s Exchange Rate (FER). This study aims to examine and explore some of the problems with the exchange rate experienced by farmers, including; Farmer?s Exchange Rate (FER) in identifying the welfare of farmers, determining the increase and decrease of Farmer Exchange Rate (FER) in Indonesia; and the potential of Islamic financing in providing solutions for the welfare of farmers. The results show that the increase in FER is not always good. Determination of the increase and decrease rice farmers? exchange rates are productivity, grain prices, prices of consumer goods, and prices of fertilizers, the exchange rate of farmers on food and nonfood consumption, and production costs. Shariah schemes can be used as a new alternative to help the interest-free and profit-sharing agricultural sector.Sebagai negara agraris perhatian terhadap kesejahteraan petani di Indonesia dinilai sangat strategis. Salah satu alat ukur kesejahteraan petani yang digunakan saat ini adalah Nilai Tukar Petani (NTP). Penelitian ini bertujuan untuk mengkaji dan menggali beberapa permasalahan terhadap nilai tukar yang dialami petani, antara lain; Nilai Tukar Petani (NTP) dalam mengindentifikasi kesejahteraan petani, penentu peningkatan dan penurunan Nilai Tukar Petani (NTP) pangan di Indonesia; dan potensi pembiayaan syariah dalam memberikan solusi untuk mensejahterakan petani. Hasil penelitian menunjukkan bahwa Kenaikan NTP tidak selalu baik. Penentu terjadinya kenaikan dan penurunan nilai tukar petani padi adalah produktivitas, harga gabah, harga barang konsumsi, dan harga pupuk, nilai tukar petani terhadap konsumsi makanan dan nonmakanan, serta biaya produksi. Skim syariah dapat dijadikan alternatif baru untuk membantu sektor pertanian yang bebas bunga dan berdasarkan bagi hasil.
Students’ Learning Experiences With LMS Tes Teach In Flipped-Class Instruction Zainuddin, Zamzami; Hermawan, Hardika Dwi; Nuraini, Febritesna; Prayitno, Santo Mugi
Elinvo (Electronics, Informatics, and Vocational Education) Vol 4, No 1 (2019): May 2019
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (41.465 KB) | DOI: 10.21831/elinvo.v4i1.24405

Abstract

The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) ‘TES Teach’ on students’ learning experiences in a computer-assisted language learning (CALL) course with flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the potential impacts of the LMS in students’ meaningful learning activities. The observation of students’ learning activities on the LMS was also recorded to support the interview data. The LMS was adopted to distribute and receive information, thus, the students were able to monitor learning activities, learn the contents before coming to class, evaluate learning process, and interact with others outside of class hours. The finding of this study suggests that the LMS TES Teach is recommended to be performed in teaching CALL for higher education in Indonesia. It offers students’ occasion to practice and enhances their listening, writing, reading and vocabulary skills in and out-of-class times. It also prepares students to get ready for classroom activities in term of conversations and speaking skills. The further use of the LMSs should become often-visited sites by students for learning activities and replaced other non-educational favorite websites. Finally, this study recommends that the Ministry of Research, Technology and Higher education or policymakers in Indonesia, including instructors, students, and community members, must be actively involved in developing, supporting, and maintaining a transformed learning culture, from being traditional to a technology-based learning environment.
How do students become self-directed learners in the EFL flipped-class pedagogy? A study in higher education Zainuddin, Zamzami; Habiburrahim, H.; Muluk, Safrul; Keumala, Cut Muftia
Indonesian Journal of Applied Linguistics Vol 8, No 3 (2019): Vol. 8 No. 3, January 2019
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijal.v8i3.15270

Abstract

The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) ‘TES BlendSpace’ to promote students’ self-directed learning in EFL flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the potential impacts of the LMS in students’ self-directed learning abilities. The observation of students’ learning activities on the TES BlendSpace was also recorded to support the interview data. The LMS was adopted to distribute and receive information. Thus, the students were able to monitor learning activities, learn the contents before coming to class, evaluate the learning process, and interact with others outside of class hours. The finding of this study suggests that the LMS TES BlendSpace is recommended to be performed in teaching EFL for higher education in Indonesia. It offers students’ occasion to practice and enhances their listening, writing, reading and vocabulary skills in and out-of-class times. It also prepares students to get ready for classroom activities in terms of conversations and speaking skills. The further use of the LMSs should become often-visited sites by students for learning activities and replacing other non-educational favorite websites. The finding of this study indicates that the students’ online culture was predominantly formed by the interesting contents posting on the LMS, especially the video lectures and an easy way to use. Additionally, instructors should develop activities in and around the LMS with a number of benefits and rewards. Hence, the students will be motivated to log in the LMS for learning purposes.
GAMIFICATION CONCEPT WITHOUT DIGITAL PLATFORMS: A STRATEGY FOR PARENTS ON MOTIVATING CHILDREN STUDY AT HOME DURING COVID-19 PANDEMIC Zainuddin, Zamzami; Keumala, Cut Muftia
PEDAGOGIK : JURNAL PENDIDIKAN Vol 8, No 1 (2021): PEDAGOGIK: Jurnal Pendidikan
Publisher : Nurul Jadid University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/pjp.v8i1.2174

Abstract

The temporary closure of schools around the world to limit the spread of the COVID-19 has induced a new challenge for parents. Particularly, for those working remotely, making sure the children follow the learning schedule given by the school and keeping them occupied at home until bedtime is no obvious duty to make efforts to boost their enthusiasm. Therefore, one strategy proposed to motivate children's learning at home is to gamify their learning activities. Numerous studies have been published on the use of various digital platforms in gamification research, however, gamified systems in a non-technology environment or non-digital platform have been inadequately discussed and investigated by scholars. Thus, in this study, we will present a concise discussion on how gamified activities can be utilized in a non-tech environment. This conceptual paper employing a systematic literature review in collecting and analyzing the data. Through a review of the current empirical and conceptual literature, this study presents a new conceptual framework of the gamification concept in a non-technology environment. The study recommends that applying game-based elements or mechanics to motivate and engage children's learning can be carried out anywhere and anytime for any grade level, without waiting for high-tech supports.