cover
Contact Name
Rani Darmayanti
Contact Email
ranidarmayanti1990@gmail.com
Phone
+6282245549135
Journal Mail Official
editorjurnal@assyfa.com
Editorial Address
Jambangan II Street No. 60 Purworejo - Pasuruan - East Java 67117, Indonesia
Location
Kab. pasuruan,
Jawa timur
INDONESIA
Assyfa Learning Journal
ISSN : 29862906     EISSN : 29862906     DOI : https://doi.org/10.61650/alj
Core Subject : Education, Social,
Assyifa Learning Journal is the main resource for academics and professionals in the field of learning development around the world. This journal accepts and publishes articles on high-quality empirical research demonstrating whether and how the adoption of educational systems, networks, tools, and learning resources/technology leads to improvements in formal and non-formal education at all levels, from early years to tertiary education, technical and vocational, professional development and corporate training. Assyifa Learning Journal does not publish purely descriptive papers or which only present the opinions of students, teachers and other users but present the results of development research on methods, materials or technology. Papers were selected for publication on the basis of research rigor and their potential to make a substantive and original contribution to the field, with explicit reference to international significance.
Articles 10 Documents
Gema Cow-Pu: Development of Mathematical Crossword Puzzle Learning Media on Students' Critical Thinking Ability Rani Darmayanti
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.1

Abstract

Critical personality is a skill that must be possessed in order to survive in the global competition of 21st century society. Given that critical thinking education is an important part of human life, innovations must be carried out to foster students' critical thinking. One of the studies he conducted was the innovation of crossword learning media (GEMA COW-PU). In this study, the development of learning media for mathematical crossword puzzles (Gema Cow-Pu) was carried out on Geometry material at YALC Pasuruan Middle School and tested the learning media on students' critical thinking skills. This is intended to determine its validity and practicality. The specialty of this research is research and development based on the Borg n Gall development model. The research subjects were ten students of class VIII. The instruments used were validation sheets, teacher and student response questionnaires, and student learning outcomes tests. The results showed that the relevance score of Gema Cow-Pu learning media with students' critical thinking skills was in the very valid category with an average score of 89.75 percent, and Practical with a percentage of 95.3%. This shows that the Gema Cow-Pu learning media meets valid and practical criteria so that it can help students' critical thinking skills in learning
Development of Social Studies Animation Video (S2AV) Teaching Materials on the Material "Plurality of Indonesian Society" for Junior High School Students Viky Risnanda Arif; Muhammad Afnan; Usmiyatun Usmiyatun; Cicik Yuni Lestari
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.2

Abstract

Teaching materials are a resource for teachers and students to carry out the learning process. Therefore, it is necessary to develop innovative teaching materials that enable students to achieve superior learning outcomes. One of the innovative and creative and interesting teaching materials is the Social Sciences Animation Video-Based Teaching Material (S2AV). In this study, the aim of this study was to commercialize social studies teaching materials by using animated videos as teaching materials for class VIII junior high school students on the subject of "Indonesian Community Plurality". This development research uses the 4-D method (Define, Design, Develop, and Disseminate). The results showed that the S2AV learning media was valid with an average total score of 3.83 based on material expert validation and 3.87 based on media expert validation. The response of the eighth graders was positive (97%).
Design of a Website-Based Arabic Typing Application for Students of Arabic Language Education Program at University Wardatun Nasiha; Nor Afifah; Ahmad Nabil Amir
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.4

Abstract

Today's internet technology has advanced extremely quickly and is still expanding. The virtual world is a place where everyone and any group of individuals are free to engage in their activities. In this all-IT era, typing skills are very important for students. Because almost all student activities are carried out by typing such as compiling papers, reports, theses and others. However, the results of observations made at the Arabic Language Education Study Program at the University of Muhammadiyah Malang show that the skills of typing Arabic texts for Arabic Language Education Study Program students are still minimal. The aim of the research is to design a website-based Arabic Typing application and test the feasibility of using the application. The research subjects were students of the Arabic Language Education Study Program. The development model used is the ADDIE model. Through research and development, researchers are tasked with designing applicationsArabic Typingwebsite-based and test the feasibility of using the application for Arabic Language Education Study Program students. Based on media expert validation obtained an average percentage of eligibility of 97.11% (Very Feasible), whereas based on material expert validation obtained an average percentage of eligibility of 85% (Very Feasible). The results of the feasibility test by students obtained an average percentage of eligibility of 83.9% (Very Feasible). On this basis the Arabic Typing application based on this website is very feasible to use as a medium to improve Arabic text Keyboarding skills specifically for students of Arabic Language Education Study Program Faculty of Islamic Stadies at University of Muhammadiyah Malang
Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students Mochamad Desta Pradana; Yusuf Olawale Owa-Onire Uthman
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.9

Abstract

Monotonous learning patterns lead to ineffective learning behavior which impacts on learning outcomes. Lack of teacher creativity and mastery in processing learning will make students reluctant to take part in learning. The use of learning media as a support for learning is not optimal. The purpose of this study was to develop Board Game Learning Media based on Commendable Morals Education Fun (E-Fun A2M) in Akidah Akhlak High School subjects. This research is research development or Research and Development (R&D) with the Thiagarajan, Semmel and Semmel models by testing the validity of A2M's E-Fun learning media. This is intended to determine the practicality and effectiveness. The specialty of this research is research and development based on the four-D development model (Define, design, develop, disseminate). However, due to the limitations of researchers, this development only reached the develop stage. The research subjects were six students of class X. The instruments used were validation sheets, teacher and student response questionnaires, and student learning outcomes tests. The survey results show that the relevance score of E-Fun A2M learning media is in the very valid category with a value of 92.5%. This shows that the E-Fun A2M learning media can be used by students as a learning medium for Aqidah Akhlak
ANDIN-MU: Development of Android-Based Descriptive Text Interactive Multimedia Materials in High School English Subjects Mohammed Alameen Ahmed; Nur Kumalasari
Assyfa Learning Journal Vol. 1 No. 1 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i1.17

Abstract

In learning there is a process of changing the behavior of a person who is initially unaware of something then becomes aware. In other words, there is a process of conveying knowledge between teachers and students or using learning materials. The purpose of this study was to develop interactive multimedia based on Android descriptive text material for Class X SMA Pasuruan English. This study uses the ADDIE model. In this development model there are five steps in the process, but in this study the researchers modified some of the steps used and adapted them to the environmental conditions affected by the Covid-19 pandemic climate. The steps taken are 4 out of 5 steps, namely (1) analysis (2) design (3) development and (4) evaluation. Collecting data in this study through interviews, documentation and questionnaires. The results showed that the media validation results scored 80%, while the content validation results obtained a score of 78%. The Likert scale used in the data calculation process shows that the developed interactive multimedia is very feasible to use in Pasuruan High School
Conquering IMO Problems in Brazil by Recognizing the Didactic Situation, Mathematics Teachers Must Know! Paulo Vitor da Silva Santiago; Rani Darmayanti; Rahmad Sugianto
Assyfa Learning Journal Vol. 1 No. 2 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i2.60

Abstract

Siswa Brasil, berkat kepiawaiannya dalam menaklukkan melalui strategi dan teknik dalam memecahkan masalah dalam soal, telah membuat mereka terkenal di International Mathematical Olympiad (IMO). Ini mengakibatkan keikutsertaannya dalam berbagai kompetisi dengan penghargaan seperti medali dan sebutan kehormatan. Karya ini bertujuan untuk menyajikan guru matematika dengan Situasi Didaktik Olimpiade internasional untuk mengajar di sekitar segitiga apa pun dengan dukungan perangkat lunak GeoGebra. Untuk itu Rekayasa Didaktik digunakan sebagai jalur metodologis dalam empat fase (analisis pendahuluan, desain dan analisis apriori, eksperimentasi, estimasi posteriori, dan formulasi) dan diorganisasikan ke dalam empat tahap Teori Situasi Didaktik. Akhirnya, seseorang dapat menyimpulkan hubungan dalam bidang epistemik matematika dari model yang dibangun dengan alat GeoGebra melalui pengetahuan representasi geometrisnya ketika mempertimbangkan penyisipan titik-titik penting dari sebuah segitiga. Selain itu, perlu disebutkan bahwa Circumcenter Teaching dibahas dalam pengalaman didaktis selama pandemi Covid-19 melalui proposisi tentang Olimpiade. Dan dapat dipahami bahwa Rekayasa Didaktik berdasarkan Teori Situasi Didaktik memungkinkan transposisi didaktis model matematika non-trivial.
Technology in Mathematics Teaching and Learning: An Impact Evaluation in Selected Senior Schools in Masingbi Town Samuel Karim; Exton Mohamed Zoker
Assyfa Learning Journal Vol. 1 No. 2 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i2.63

Abstract

The analysis is based on a detailed evaluation of primary data collected through case studies, questionnaires, and semi-structured interviews in Senior secondary schools in Masingbi. Mathematics education learning is explored to understand the issues surrounding Technology integration. This study shows that despite the perceived advantages of Technology integrated teaching and learning methods, there are barriers closely connected to teachers’ teaching beliefs at work. Most educators admitted the lack of ongoing professional training programs and curriculum expectations as among the factors that affect their attitudes towards Technology in their respective Teaching and learning schools. Further empirical research is suggested to advance the exploration of the role of subject leaders in Technology -integrated Teaching and learning methods. This research provides an in-depth analysis of the exploration of own practice and mathematics teachers' perceptions on integrating Technology into teaching. The total sample size of respondents was sixty (60), and both simple random sampling technique was used to develop samples of Teachers and Pupils, while a purposive sampling technique was used to develop the sample for the Principals or Heads of Schools of the three selected senior schools in Masingbi as respondents
Exploring the Landscape of Teaching and Learning English as a Second Language in India V.R.V. Winson; Vardhanapu Arunkumar; Dadala Prakasha Rao
Assyfa Learning Journal Vol. 1 No. 2 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i2.123

Abstract

This systematic review examines the challenges, opportunities, and ways forward for teaching and learning English as a second language in India. The study explores the current landscape of English language teaching in India, considering factors such as policy, curriculum, teaching methodologies, and technology integration. The review identifies the significant challenges learners and teachers face, including linguistic and cultural barriers, inadequate infrastructure, and limited teacher training. The study also highlights the opportunities and potential solutions to overcome these challenges, such as utilizing innovative teaching strategies and digital technologies. Based on the findings, the study suggests a way forward for developing English language teaching in India, emphasizing the need for comprehensive language policies, teacher development programs, and a learner-centered approach
Game-Based Science Learning: What are the Problems with Teachers Practicing It in Class? Avdiu Schabas
Assyfa Learning Journal Vol. 1 No. 2 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i2.128

Abstract

Middle school science learning prioritizes class literacy through independent, integrated learning, only text, without any activity in the learning process. Contemporary literary studies show constant changes in the world of learning and teaching, and for many years, learning through play has been considered one of the most effective ways to learn something. This research aims to understand the pedagogical methods used in learning through play and the importance of these methods in the teaching process in elementary schools. This research involved five teachers from several secondary schools in Serbia: semi-structured interviews, researcher observation and class participation. The results of this research are based on descriptive analysis from the teacher's perspective. Based on the research results and researchers' comments, it can be understood that game-based learning in secondary schools in Austria is a popular pedagogy, creating a fun and adequate game-based learning context for children. In addition, the results of this study describe the activities carried out by the teacher, how the mechanism works, what the obstacles are, the solutions used in different subjects and the differences in the abilities and skills children develop through play. According to teachers, learning through play always poses challenges related to research, designing various play activities, and adapting learning to students' needs and interests
Professional Development in an institution through GROW Model Md Anisur Rahman
Assyfa Learning Journal Vol. 1 No. 2 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i2.187

Abstract

The teacher is a facilitator in helping the main character, namely students, achieve learning goals in class. In their professionalism as educators, teachers are expected to have abilities in material and teaching skills in conveying material so that students can understand it. The main aim of this research is to focus on the GROW model suitable for professional development in teaching styles. The GROW model consists of collaboration with Goals, Reality, Obstacles/Choices, and Will/Way Forward. This study will also focus on the demand for GROW coaching and the challenges of implementing the model in educational institutions. This is a research study based on literature and personal experience. Even though the GROW model is a new professional development process, it will be a more effective way of professional development if it is applied appropriately and constructively. Several issues and action plans must be adequately considered to implement this model. The researchers explain and introduce the GROW model and its impact on professional development with the help of literature and from the perspective of their practical experience.

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