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Pengaruh Penggunaan Media Audio Visual Terhadap Minat Belajar Siswa di MIM 1 PK Sukoharjo Hidayah, Nur; Hidayatul Amin, Lailla; Dwi Kasanah, Wati
Indonesian Journal of Islamic Elementary Education Vol 2 No 1: Mei 2022
Publisher : Islamic Elementary School Teacher Education Study Program Faculty of Education and Teacher Training K.H. Abdurrahman Wahid Pekalongan State Islamic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/ijiee.v2i1.5275

Abstract

Education is one of the driving factors for determining superior human resources for the progress of the nation. The existence of the media will help achieve goals more effectively and efficiently. Thematic learning is an integrated learning that uses a theme as the main focus and provides a meaningful experience for students as a whole. The low interest in students' learning as indicated by the value of students who have not achieved minimum mastery is the background of this research, so thatthe use of audio-visual media is examined for its influence on integrative thematic learning.This study uses a quantitative research approach with a descriptive correlation model and was carried out in February 2020 with a population of 210 students and a sample of 70students. The data collection techniques used observation, interviews, documentation and questionnaires. The results of this study concluded that: 1) the use of audio-visual media in integrative thematic learning was in the good category, with a percentage of 52.86% or 37 students, 2) students' interest in learning in integrative thematic learning was in the good category with a percentage of 48, 57% or 34 students, and 3) The use of audio-visual media has a positive effect on learning interest in integrative thematic learning with r0 = 0.624 greater than r1 at a significant level of 5% (r1 = 6.235) and 1% (r1 = 0.306). Madrasas are expected to learn more often using audio-visual media, especially material that may not be accessible to students' minds. Audio visual media learning can be applied at all grade levels.
Pengaruh Model Pembelajaran Team Game Tournament (TGT) Dengan Permainan Teka-Teki Silang (TTS) Terhadap Hasil Belajar Siswa Pada Mata Pelajaran PAI Kelas VIII SMP Islam Al Hadi Mojolaban Sukoharjo Tahun Ajaran 2023/2024 Rahmawati, Dwi; Nashir, M. Ja’far; Hidayatul Amin, Lailla
Rayah Al-Islam Vol 7 No 3 (2023): Rayah Al Islam Desember 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Sekolah Tinggi Ilmu Bahasa Arab Ar Raayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37274/rais.v7i3.810

Abstract

Penelitian ini bertujuan untuk: (1) mengetahui model pembelajaran Teams Games Tournament (TGT) dengan permainan Teka Teki Silang (TTS); (2) mengetahui hasil belajar siswa pada mata pelajaran PAI materi tentang tokoh ilmuan muslim dibidang pengetahuan umum pada masa daulah abbasiyah; (3) mengetahui pengaruh model pembelajaran Teams Games Tournament (TGT) dengan permainan Teka Teki Silang (TTS) terhadap hasil belajar siswa pada mata pelajaran PAI kelas VIII SMP Islam Al Hadi Mojolaban. Penelitian ini merupakan penelitian one shot study dan dilakukan di SMP Islam Al Hadi Mojolaban pada kelas VIII dengan jumlah sample sebanyak 31 siswa. Data pada penelitian ini diambil dengan menggunakan angket dan tes. Angket digunakan untuk data model pembelajaran Teams Games Tournament (TGT) dengan permainan Teka Teki Silang (TTS) dan tes untuk mengambil data hasil belajar siswa. Teknik analisis yang digunakan dalam menguji hipotesis adalah uji korelasi product moment. Hasil penelitian menunjukkan bahwa: (1) model pembelajaran Teams Games Tournament (TGT) dengan permainan teka teki silang (TTS) dikategorikan baik dengan persentase 51,61%. (2) hasil penelitian tentang hasil belajar siswa pada mata pelajaran PAI kelas VIII SMP Islam Al Hadi Mojolaban dikategorikan baik dengan persentase 67,74%. (3) terdapat pengaruh yang signifikan dari penerapan model pembelajaran Teams Games Tournament (TGT) dengan permainan Teka Teki Silang (TTS) terhadap hasil belajar pada mata pelajaran PAI. Hal ini dapat dibuktikan dengan uji hiotesis menggunakan rumus korelasi product moment dengan hasil 0,708 korelasi ini masuk dalam kategori sedang. This study aims to: (1) to know the learning model of Teams Games Tournament (TGT) with Crossword Puzzle (TTS) game; (2) to know the learning outcomes of students in PAI subject material about Muslim scientist figures in the field of general knowledge during the Abbasid period; (3) to know the effect of Teams Games Tournament (TGT) learning model with Crossword Puzzle (TTS) game on student learning outcomes in PAI subject in class VIII of Al Hadi Mojolaban Islamic Junior High School. This research is a one shot study and was conducted at Al Hadi Mojolaban Islamic Junior High School in class VIII with a sample size of 31 students. The data in this study were taken using questionnaires and tests. Questionnaires were used for data on the Teams Games Tournament (TGT) learning model with crossword games (TTS) and tests to collect data on student learning outcomes. The analysis technique used in testing the hypothesis is the product moment correlation test. The results showed that: (1) the Teams Games Tournament (TGT) learning model with crossword games (TTS) is categorized as good with a percentage of 51.61%. (2) the results of research on student learning outcomes in PAI subjects in class VIII of Al Hadi Mojolaban Islamic Junior High School were categorized as good with a percentage of 67.74%. (3) There is a significant effect of the application of Teams Games Tournament (TGT) learning model with Crossword (TTS) game on learning outcomes in PAI subjects. This can be proven by hypothesis testing using the product moment correlation formula with the result of 0.708 this correlation is in the medium category.
PELATIHAN DESAIN GRAFIS UNTUK MEMBENTUK IDENTITAS Alhasbi, Faruq; Eko Rochmawan, Alfian; Ayu Wulandari, Intan; Hidayatul Amin, Lailla
AL HAZIQ: Journal of Community Service Vol. 01, No. 1 Desember 2022
Publisher : Institut Islam Mamba'ul 'Ulum Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54090/haziq.84

Abstract

Universitas memainkan peran penting dalam membekali lulusan untuk beradaptasi dengan perkembangan yang mengubah masyarakat. Salah satu perubahan yang masif adalah penggunaan desain untuk membangun identitas, baik personal branding, promosi, maupun area bisnis lainnya. Oleh karena itu, mahasiswa membutuhkan bimbingan untuk membuat desain yang berguna di masa mendatang. Program ini diberikan kepada mahasiswa KM-PGMI IIM Surakarta untuk membekali soft skill di bidang desain. Pelatihan ini dilakukan dengan demonstrasi oleh instruktur dan praktik langsung dengan peserta pelatihan. Hasil penelitian menunjukkan 93,5% peserta mampu menuangkan ide kreatif dalam bentuk desain media sosial, promosi, dan poster acara sesuai dengan materi yang disampaikan dalam pelatihan.