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Peran Kiai dalam Membina Akhlakul Karimah Santri (Studi Kasus di Pondok Pesantren Aqidah Usymuni Terate Pandian Sumenep)
Kiai is a central figure in every Islamic boarding school. Kiai not only because of their knowledge, but also because they are the founders, owners and endowments of the Islamic boarding school itself. Their struggles and sacrifices are not limited to knowledge, energy and time, but also land and other materials given for the advancement of the spread of Islam. This research aims to describe the role of kiai at the Aqidah Usymuni Islamic boarding school in developing the morals of students and the inhibiting and supporting factors in carrying out their role. This research uses a qualitative approach with a case study type of research and uses observation, interview and documentation methods as data collection techniques. The informant is a kiai who is a caretaker at the Aqidah Symuni Islamic boarding school in Sumenep. The results of this research show several roles carried out by kiai including Kiai as caregivers, Kiai as teachers, Kiai as parents for students.
Keywords : Kiai Roles, Akhlaqul Karima
ANALISIS PENGGUNAAN IDEOLOGI AKUN-AKUN DAKWAH GARIS LUCU PADA PLATFORM TWITTER
The Garis Lucu accounts use a comedic style in almost all of their content, with the aim of reducing radicalization while at the same time demonstrating that every religious teaching can apply tolerance towards adherents of other religions. This has attracted the interest of researchers to find out the ideology used by these Garis Lucu accounts. The Twitter platform was chosen, because these accounts use Twitter more often to share their content. This is evidenced by the content uploaded by these accounts on other social media platforms, many of which originate from content previously uploaded by the Garis Lucu accounts on the Twitter platform (repost). This study aims to determine the type of ideology used by the Garis Lucu accounts and their application to uploaded content. It uses a qualitative approach with descriptive methods. Da'wah can be done in various ways, one of which is by using a touch of comedy and tolerance, as is done by the Garis Lucu da'wah accounts. These accounts show that da'wah can be carried out in simple words that can be easily understood, then by using open ideology, these accounts can comfortably interact with each other to show the values of tolerance that must be possessed between religious communities.Akun-akun Garis Lucu menggunakan gaya komedi nyaris pada setiap kontennya, dengan tujuan untuk meredam radikalisasi sekaligus menunjukkan bahwa setiap ajaran agama bisa menerapkan toleransi terhadap penganut agama lain. Hal ini menarik minat peneliti untuk mengetahui ideologi yang digunakan oleh Akun-akun Garis Lucu tersebut. Platform twitter dipilih, karena akun-akun tersebut lebih sering menggunakan twitter untuk menyebarkan konten-kontennya. Hal ini dibuktikan dengan konten-konten yang diunggah oleh akun-akun tersebut pada platform sosial media lain banyak bersumber dari konten yang terlebih dahulu diunggah oleh Akun-akun Garis Lucu di platform twitter (repost). Penelitian ini bertujuan untuk mengetahui jenis ideologi yang digunakan oleh Akun-akun Garis Lucu beserta penerapannya pada konten-konten yang diunggah. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif. Dakwah dapat dilakukan dengan menggunakan berbagai cara, salah satunya menggunakan sentuhan komedi dan toleransi, seperti yang dilakukan oleh akun-akun dakwah Garis Lucu. Akun-akun tersebut menunjukkan bawah dakwah dapat dilakukan dengan kata-kata sederhana yang dapat dengan mudah dipahami, kemudian dengan menggunakan ideologi terbuka, akun-akun tersebut dengan nyaman saling berinteraksi untuk menunjukkan nilai-nilai toleransi yang harus dimiliki antar umat beragama
TINJAUAN HUKUM ISLAM TERHADAP TRANSAKSI JUAL BELI BUKET UANG PERSPEKTIF SAYYID ABU BAKRI SYATHA DALAM KITAB I’ANATU ATH-THALIBIN
In this millennial era, many buying and selling transactions were found that did not exist at the time of the Prophet Muhammad. One of them is buying and selling bouquets in the form of money. There is no discussion of this transaction in the classics. However, this problem is interesting to study in the perspective of Sayyid Abu Bakar Syāthā in his book I’ānah al-Thālibīn. This is descriptive qualitative research using the Content Analysis method. Data sources include primary data sources, namely the perspective of Sayyid Abū Bakr Syāthā in his book I’ānah al-Thālibīn, and secondary data sources, namely Syafi'iyyah fiqh books, journals, and literature relevant to the material being studied. The data collection technique is to examine primary sources and secondary sources. The results of the study show that there are 3 important points in buying and selling a bouquet of money, namely: (1) buying and selling a bouquet of money is permissible if the pillars and conditions are met. (2) the buying and selling of bundles of money does not include usury so that there is no addition to the transaction (3) money is not included in the category of assets.In this millennial era, many buying and selling transactions were found that did not exist at the time of the Prophet Muhammad. One of them is buying and selling bouquets in the form of money. There is no discussion of this transaction in the classics. However, this problem is interesting to study in the perspective of Sayyid Abu Bakar Syatha in his book I'anatut Ath-Thalibin. This research is a descriptive qualitative research using the Content Analysis method. Data sources include primary data sources, namely the perspective of Sayyid Abu Bakri Syatha in his book Ianatu Ath-Thalibin, and secondary data sources, namely Syafi'iyyah fiqh books, journals, and literature relevant to the material being studied. The data collection technique is to examine primary sources and secondary sources. The results of the study show that there are 3 important points in buying and selling a bouquet of money, namely: (1) buying and selling a bouquet of money is permissible if the pillars and conditions are met. (2) the buying and selling of bundles of money does not include usury so that there is no addition to the transaction (3) money is not included in the category of asset
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK UNTUK KETERAMPILAN BERBICARA: Development, Media, Speaking Skills
This research started from the lack of variety of learning media in teaching and learning activities so it is necessary to develop a product in the form of comics as a learning medium. In the KD legend material. 311 and 4.11. The formulation of the problems contained in this study are: (1) How is the process of developing comic media for legend text speaking skills in seventh grade students of MTs Abu Amr. (This study aims to determine the process of developing comics media for legend text speaking skills in seventh grade students of MTs Abu Amr and the effectiveness of developing comic media for legend text speaking skills in seventh grade students of MTs Abu Amr. The research method used is Research and Development with the ADDIE model which includes 5 steps, namely analysis, design, development, implementation, evaluation. The results of the validation of 4 experts, namely 1 material expert, got an average score of 90% in the "Very Eligible" category, RPP experts got an average score of 95% in the "Very Eligible" category. Linguists get an average score of 93% in the "Very Eligible" category and Linguists get an average score of 95% in the "Very Eligible" category. Educator Response I got a score of 86% in the very decent category, educator II got a score of 84% in the very good category. The results of the speaking assessment test (retelling the contents of the legend) using comic media, students in the small group trial in class VII A got a score of 87% in the very good category, for the large group trial in class VII A got a score of 97% in the very good category
INTEGRASI NILAI PENDIDIKAN ISLAM MULTIKULTURAL PADA LEMBAGA BAHASA ASING DI PONDOK PESANTREN NURUL JADID PAITON
The integration of multicultural Islamic educational values in foreign language institutions is discussed within the framework of critical discourse analysis from the aspects of the textual dimension, discourse analysis, and social practice. The role of foreign language institutions is seen as linguistic ideological constitutional institutions that have a dialectical relationship with the local culture of the language's origin, so that it is suspected that they are not in accordance with the function of Islamic boarding schools. Based on the background above, the researcher wants to analyze the integration of multicultural Islamic educational values in foreign language institutions at the Nurul Jadid Paiton Islamic Boarding School, Probolinggo. The focus of this research is (1) exploring the model, process, and strategy of integrating the values of Multicultural Islamic Education in foreign language institutions, and (2) Interpreting the contribution of the results of integrating the values of Multicultural Islamic Education in foreign language institutions. This research uses a qualitative approach with a case study type. Data collection was carried out by observation, interviews, and documentation, research subjects were determined based on purposive sampling, data analysis techniques were carried out by condensing data, presenting data, verifying, and drawing conclusions. The results of the study show that the integration of multicultural Islamic education in the foreign language institution at Pondok Pesantren Nurul Jadid is carried out well through curriculum, extracurricular activities, Santri organizations and collaboration between institutions. This integration process shows good results and does not interfere with the main focus of Pondok Pesantren as a religious institution
MENINGKATKAN KREATIVITAS BELAJAR DENGAN PENERAPAN MODEL PEMBELAJARAN BERBASIS PROYEK (PROJECT BASED LEARNING) PADA SISWA KELAS V SDN 5 TALLUNGLIPU KABUPATEN TORAJA UTARA
This study discusses Increasing Student Creativity in the Thematic subject of fifth grade students at SDN 5 Tallunglipu, North Toraja Regency with the Application of Project Based Learning Models. The purpose of this study was to increase the learning creativity of fifth grade students by implementing the Project-Based Learning Model in fifth grade at SDN 5 Tallunglipu, North Toraja Regency. The approach used is Classroom Action Research and consists of 2 cycles. Each cycle consists of 3 stages, namely planning, action and observation, reflection. The subjects of this study were fifth grade students at SDN 5 Tallunglipu, North Toraja Regency, for the 2022/2023 academic year, consisting of 15 male students and 16 female students. The focus of this research is the teacher's ability to apply or prohibit a Thematic material and students see learning creativity in understanding the material taught in the learning process. The research results obtained are that the application of a project-based learning model can increase student learning creativity in Thematic Theme 5 Ecosystem lessons, both in terms of teacher teaching, student learning activities and student learning creativity. This can be seen from the students' learning creativity, where in the first cycle it shows that maximum learning outcomes have not been achieved or the classical completeness of students' learning creativity only reaches 53.82% and learning incompleteness reaches 46.18%. In cycle II there was an increase because it was in the very creative category, the completeness of learning creativity had reached 86.81%, while the incompleteness reached 13.19%. From the results of the study it was stated that through the Application of Project-Based Learning Models Student Learning Creativity in thematic learning of class V SDN 5 Tallunglipu North Toraja district increased
UPAYA MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN SEJARAH MENGGUNAKAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) BERBASIS QR CODE PADA KELAS X-11 SMA NEGERI 8 SURABAYA
This research is aimed to increasing the learning interest of class X-11 students of SMA Negeri 8 Surabaya with a sample of 30 students in history subjects based on the Qr- Code that is Teams Games Tournament (TGT) learning model. This research is a Classroom Action Research (CAR) conducted collaboratively. The design of this study uses data collection techniques based on observation based on questionnaires. Based on the results of the study, it was shown that the application of the Qr Code-based TGT learning model in history subjects could increase the learning interest of X-11 students at SMA Negeri 8 Surabaya. This can be proven through the results of the student learning interest questionnaire from the results of the pre-cycle using the conventional model to get a percentage of learning interest of 38.94%, increasing to 69.43% in cycle I. After modification, in cycle II it shows an increase in learning interest to 83.8%
IMPLEMENTASI MEDIA PEMBELAJARAN ULAR TANGGA RAKSASA BER-BARCODE SEBAGAI SOLUSI PERMASALAHAN PENGGUNAAN SMARTPHONE SECARA BIJAK DALAM PEMBELAJARAN SEJARAH KELAS X SMA
Smartphones are electronic devices that cannot be separated from modern human life today, in the field of education devices also have an important role in addition to being a learning medium can also be a source of learning. The use of smartphones as learning supports increased in the intensity of their use during the Covid-19 pandemic in 2020-2021, the use of smartphones in this learning certainly has its own impacts on students and learning, this impact can be a negative or positive impact. This study is intended to determine the effectiveness of the use of smartphones as a means of supporting learning with the Independent Curriculum, and its use if integrated with learning media in the form of giant snakes and ladders. The findings in this study showed that students experienced changes in smartphone use in class and in grades in history subjects obtained
UPAYA MENINGKATKAN KEPERCAYAAN DIRI PESERTA DIDIK MELALUI METODE ROUND ROBIN CARD PADA MATA PELAJARAN PPKN KELAS X-1 SMA NEGERI 1 PONOROGO
This study aims to increase the self-confidence of students at SMAN 1 Ponorogo by using round robin card and active learning methods. The research method used is a quantitative descriptive method. The research subjects totaled 36 students consisting of 15 male students and 21 female students. Data collection techniques used include observation and documentation in the form of descriptive field notes. The instruments in this study included asking questions, giving opinions during discussions, and conveying ideas in public. Data analysis techniques were carried out using quantitative and qualitative data analysis. The results showed that there was an increase in students' self-confidence from pre-cycle to cycle I by 36.1%. The increase in student self-confidence also occurred in cycle I to cycle II of 27.8%. In this study the round robin card learning method can increase students' self-confidence by 63.9%. The round robin card method with active learning by utilizing video media needs to be done so that students can be more confident in the learning process. The use of media in the form of video or power point can facilitate students in finding an overview of the material to be delivered
MENINGKATKAN PARTISIPASI BELAJAR PESERTA DIDIK MELALUI METODE PERMAINAN PESAN BERANTAI PADA MATA PELAJARAN PPKN KELAS X-4 SMAN 1 PONOROGO
This study aims to increase student learning participation through the chain message game method in PPKn class X-4 SMAN 1 Ponorogo subjects. This Classroom Action Research uses a chain message game learning method. The population in this study was 36 students of grade X-4 SMA Negeri 1 Ponorogo. The results showed an increase in student participation through the chain message game method in PPKn class X-4 subjects of SMA Negeri 1 Ponorogo in the first cycle of the cooperation indicator by 83.3%, the indicator of answering questions by 33.3% and the indicator of expressing opinions by 27.8% While in the second cycle the indicator of cooperation by 100%, the indicator of answering questions by 69%, and the indicator of expressing opinions by 61.1%. Cycle I and cycle II in the indicators of cooperation increased by 16.7%, answered questions increased by 35.7%, and expressed opinions by 33.3%. These results show that the learning method of chain message games is able to increase student learning participation.