e-Journal IAIN Kerinci
Not a member yet
    1505 research outputs found

    Peran Ulama dan Baznas Kalimantan Selatan dalam Peningkatan Zakat Produktif di Kalimantan Selatan

    Get PDF
    Productive zakat in South Kalimantan is still relatively low. This is caused by several factors, such as the lack of public understanding of productive zakat, the lack of innovative productive zakat programs, and weaknesses in productive zakat management. This research aims to understand the role of Ulama and Baznas South Kalimantan in increasing productive zakat in South Kalimantan. This research uses a qualitative approach with a case study method. The results showed that Ulama and Baznas South Kalimantan have an important role in increasing productive zakat. In the division of tasks, principles, and functions, Ulama plays a role in providing education and socialization about productive zakat to the community, while Baznas plays a role in managing and distributing productive zakat to productive mustahiq. Through the involvement and figure of Ulama (Tuan Guru) in the promotion and invitation to give zakat in Baznas South Kalimantan, is one of the factors that cause the increase in the ratio of zakat collection every year which will be explained in more detail in this paper.

    Posisi Perempuan dalam Kewarisan Adat Jambi Indonesia

    Get PDF
    This research aims to determine women’s position in the distribution of inheritance in the Merangin Jambi community. This research uses social and legal research methods  to understand legal phenomena from the social and cultural context in which the law exists. The primary data for this research comes from in-depth interviews with religious and traditional leaders. In contrast, secondary data is obtained from relevant literature.. The data  is then analyzed through editing, organizing and grouping research results. The research  result In the Merangin Jambi custom, women are the place where men’s families return when they are in trouble or disaster. This can be seen in the dominant  position of women in the distribution of  inheritance. There is no difference in principles between men and women in the distribution of inheritance, they have the same rights with consideration of the common good

    Transformasi Pemenuhan Adat Pernikahan Suku Dayak Siang : Perspektif Antropologi Hukum Islam

    Get PDF
    Koroketon Beti is a customary gift that a prospective groom is obligated to give to his bride-to-be, equivalent to the Islamic concept of a dowry. The Regulations of Dayak Siang Murung Customary Law in Murung Raya Regency stipulate in Article III that Koroketon Beti can be fulfilled through a monetary payment. This research aims to investigate the shift from the traditional requirement of providing specific goods to the current practice of monetary fulfillment in this customary law. This study employs a normative legal research approach, focusing on the inventory of Dayak Siang customary law and Islamic law in Tanah Siang District, Murung Raya Regency, Central Kalimantan Province. The research findings indicate that the provision of Koroketon Beti in customary marriages is a mandatory requirement and a sign of respect from the prospective groom to the bride. This shift reflects the inevitable dynamics of culture, which must be managed wisely to preserve traditional values in modern life. Textually, Islamic law does not mandate the provision of Koroketon Beti; instead, it requires a dowry. However, the practice of providing Koroketon Beti is permissible as it does not contradict Islamic law and has been a long-standing custom

    Analysis of the Level of Motivation to Learn Science Considered from 4 Main Indicators: SE, IE, CDL, and CCI

    Get PDF
    Learning motivation is one of the important factors that influence the success of the learning process, especially in Natural Science (IPA) subjects that require an in-depth understanding of concepts. This study aims to analyze the level of motivation to learn science in 5th-grade students at MIN 3 Lampung Utara. Learning motivation is measured based on four main indicators, namely Self-Efficacy (SE), Interest and Enjoyment (IE), Connection to Daily Life (CDL), and Cross-Cultural Interactions (CCI), which are adapted from Ginzburg & Barak's research (2023). Data were collected by distributing questionnaires directly to students, and the data were analyzed using the Rasch model. The results showed that the motivation to learn science at MIN 3 Lampung Utara was in the high category, with an average percentage of motivation of 71.67%. The results of the analysis using the Rasch model show person reliability of 0.78 and item reliability of 0.85, which indicates that the instrument used has good consistency in measuring science learning motivation. Furthermore, an in-depth analysis of the four indicators showed that overall student motivation was high. However, the Connection to Daily Life (CDL) indicator, which reflects students' ability to connect science material with daily life, showed the lowest score compared to other indicators. This finding has important implications for educators and curriculum developers to improve the relevance of science learning to students' daily lives. Therefore, further research is needed to explore the factors that influence the low connection between science materials and students' daily life contexts

    Edutainment "Aritmo": Development and Impact of Video Games on Students' Critical Thinking Skills

    No full text
    This study aims to develop and evaluate the effectiveness of a video game-based learning media in enhancing students' critical thinking skills in social arithmetic. The research and development (R&D) method, utilizing the Borg and Gall model, was employed to produce valid, practical, and effective learning media. The research instruments included validation sheets, practicality questionnaires, and effectiveness tests. The sample was selected using purposive sampling, involving 120 respondents from two different junior high schools. The respondents consisted of five experts as validators, 60 students who used the "Aritmo" video game-based learning media, and 60 students as the control group. The validation results by the experts indicated that the "Aritmo" video game has a very high quality, with an average score of 4.6 for alignment with learning objectives and user engagement, 4.4 for content appropriateness and functionality, and 4.0 and 4.2 for graphics and ease of use, respectively. The material validation also showed satisfactory results, with an average score of 4.4 for curriculum alignment, 4.6 for content accuracy, and 4.2 for relevance to learning objectives. The effectiveness test results, using an independent sample t-test, revealed that the use of the "Aritmo" video game had a significant impact on improving students' critical thinking skills, with a Sig. value of 0.031, which is lower than the significance level of 0.05. Thus, this study concludes that the "Aritmo" video game is an effective learning medium that can be used to enhance students' critical thinking skills in social arithmetic learning

    PENGARUH METODE TALKING STICK TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN AQIDAH AKHLAK DI MIN 3 KERINCI

    No full text
    This research is quantitative research with a Quasi Experimental Design type of research. The data collection technique in this research was carried out using a questionnaire and providing a pretest and posttest to determine the influence of interest in learning, as well as using quantitative data analysis techniques. The results of this research show that the average teacher activity in the stages of implementing the Talking Stick method in the learning process resulted in a score of 3.8 in the Very Good category. Then the average score for the experimental class is greater than the control class, the average pretest score for the experimental class is 40.5 and for the control class is 32. The average posttest score in the experimental class is 88.5 while the control class is 43 . Based on the results of partial statistical tests (t tests) carried out in this research, it shows that the Ice Breaking Talking Stick variable has a positive and significant effect on students' interest in learning Aqidah Akhlak at MTs Negeri 2 Kerinci. This can be proven by the results of hypothesis testing tcount > ttable = 4.056 > 1.734 with a significance value of 0.00 < 0.05 Ho is rejected and Ha is accepted. So it can be concluded that there is an influence of the Ice Breaking Talking Stick on interest in learning Aqidah Akhla

    Nilai-nilai Pendidikan Karakter Tanggung Jawab dalam Adat Naik Gelar Setelah Menikah di Tanjung Pauh

    No full text
    All humans must have a responsible character, if they are the head of the household they will be responsible for all matters relating to the family. If as a student you will follow all school rules well and do all assignments on time, if you are a leader in an area then you have responsibility for what you lead. Based on observations in the field, the author sees that in Tanjung Pauh Mudik Village there is local wisdom, namely the custom of raising a wedding title. The author assumes that there is a value of character education, especially the character of responsibility, in the custom of getting a degree. This research aims to analyze the values of responsible character education in the custom of getting a degree after marriage in Tanjung Pauh. The method used in this research uses qualitative methods, the specific model used is ethnography. From the results of this research, there is no exact date or year when this custom of raising a title emerged. Traditional titles are given as a sign of respect to married people. The title given is in accordance with the conditions and circumstances of the person getting married, there are no standard rules regarding the designation of the title, as long as it does not conflict with customs and according to the syara' and syara' and the Book of Allah, the title may be used

    BUDIDAYA IKAN LELE DI DESA SEMERAP SEBAGAI UPAYA PEMULIHAN EKONOMI PADA MASA PANDEMI COVID-19

    No full text
    The Covid-19 pandemic has affected the growth of MSMEs in Semerap village. This study aims to describe the problems faced by catfish farmers in Semerap village. Data collection methods are observation and interviews. The resource person for this study is a catfish farmer. Interview results show that poor water quality affects catfish production. Low prices for catfish and expensive feed are also other problems faced by farmers.Pandemi Covid-19 mempengaruhi geliat UMKM di desa Semerap. Studi ini bertujuan untuk mendeskripsikan tentang permasalahan yang dihadapi para pembudidaya ikan lele desa Semerap. Metode pengumpulan data adalah observasi dan wawancara. Narasumber dari studi ini adalah pembudidaya lele. Hasil wawancara menunjukkan bahwa kualitas air yang buruk mempengaruhi produksi ikan lele. Harga lele yang rendah dan mahalnya pakan juga merupakan problematika lain yang dihadapi oleh pembudidaya

    Edutainment : Pembelajaran Matematika Menyenangkan Melalui Video Game di SMPN 3 Kota Sungai Penuh

    No full text
    Pendidikan matematika seringkali dianggap sebagai mata pelajaran yang sulit dan membosankan oleh banyak siswa. Oleh karena itu, penting untuk mencari pendekatan yang lebih menarik dan efektif dalam menyampaikan materi pembelajaran matematika. Salah satu metode yang dapat diterapkan adalah edutainment, yaitu penggabungan antara pendidikan dan hiburan yang dapat membuat proses belajar menjadi lebih menyenangkan dan interaktif. Artikel ini mengkaji penerapan edutainment dalam pembelajaran matematika melalui video game di SMPN 3 Kota Sungai Penuh. Tujuan utama dari pengabdian kepada masyarakat ini adalah untuk meningkatkan minat dan pemahaman siswa terhadap mata pelajaran matematika dengan memanfaatkan video game edukatif yang dirancang khusus. Metode yang digunakan dalam kegiatan ini adalah pelatihan kepada guru dan implementasi permainan berbasis teknologi yang mengintegrasikan konsep-konsep matematika dalam bentuk yang menarik dan mudah dipahami. Hasil dari kegiatan ini menunjukkan bahwa siswa merasa lebih termotivasi dan tertarik untuk belajar matematika setelah menggunakan video game sebagai media pembelajaran. Selain itu, mereka juga menunjukkan peningkatan dalam pemahaman konsep-konsep matematika dasar. Melalui penggabungan unsur hiburan dalam pembelajaran, diharapkan proses belajar matematika dapat lebih menyenankan, efektif, dan berdampak positif terhadap hasil belajar siswa. Kegiatan ini memberikan kontribusi yang signifikan dalam meningkatkan kualitas pembelajaran matematika di SMPN 3 Kota Sungai Penuh dan menjadi model yang dapat diterapkan di sekolah-sekolah lainnya.Pendidikan matematika seringkali dianggap sebagai mata pelajaran yang sulit dan membosankan oleh banyak siswa. Oleh karena itu, penting untuk mencari pendekatan yang lebih menarik dan efektif dalam menyampaikan materi pembelajaran matematika. Salah satu metode yang dapat diterapkan adalah edutainment, yaitu penggabungan antara pendidikan dan hiburan yang dapat membuat proses belajar menjadi lebih menyenangkan dan interaktif. Artikel ini mengkaji penerapan edutainment dalam pembelajaran matematika melalui video game di SMPN 3 Kota Sungai Penuh. Tujuan utama dari pengabdian kepada masyarakat ini adalah untuk meningkatkan minat dan pemahaman siswa terhadap mata pelajaran matematika dengan memanfaatkan video game edukatif yang dirancang khusus. Metode yang digunakan dalam kegiatan ini adalah pelatihan kepada guru dan implementasi permainan berbasis teknologi yang mengintegrasikan konsep-konsep matematika dalam bentuk yang menarik dan mudah dipahami. Hasil dari kegiatan ini menunjukkan bahwa siswa merasa lebih termotivasi dan tertarik untuk belajar matematika setelah menggunakan video game sebagai media pembelajaran. Selain itu, mereka juga menunjukkan peningkatan dalam pemahaman konsep-konsep matematika dasar. Melalui penggabungan unsur hiburan dalam pembelajaran, diharapkan proses belajar matematika dapat lebih menyenankan, efektif, dan berdampak positif terhadap hasil belajar siswa. Kegiatan ini memberikan kontribusi yang signifikan dalam meningkatkan kualitas pembelajaran matematika di SMPN 3 Kota Sungai Penuh dan menjadi model yang dapat diterapkan di sekolah-sekolah lainnya

    PENYULUHAN PEMANFAATAN GOOGLE MAPS UNTUK MENINGKATKAN VISIBILITAS USAHA BAGI PELAKU UMKM DI DESA HIANG, KECAMATAN SETINJAU LAUT

    No full text
    Usaha Mikro, Kecil, dan Menengah (UMKM) di Desa Hiang, Kecamatan Setinjau Laut, menghadapi tantangan keterbatasan visibilitas dan akses pasar akibat minimnya pemanfaatan teknologi digital. Rendahnya adopsi teknologi ini disebabkan oleh kurangnya pengetahuan, keterampilan, dan kesadaran akan potensi pemasaran digital. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kapasitas pelaku UMKM dalam memanfaatkan Google Maps sebagai alat untuk meningkatkan visibilitas usaha. Metode yang digunakan adalah penyuluhan dengan pendekatan partisipatif yang meliputi tiga tahap: perencanaan, pelaksanaan yang terdiri dari sosialisasi, pemaparan teori, dan praktik langsung, serta evaluasi melalui tes akhir, umpan balik, dan monitoring. Hasil kegiatan menunjukkan peningkatan pemahaman peserta secara signifikan, di mana lebih dari 90% berhasil dalam tes akhir. Selain itu, terjadi adopsi teknologi yang tinggi dengan 84% peserta berhasil mendaftarkan usahanya di Google Maps pasca-pelatihan. Disimpulkan bahwa kegiatan penyuluhan ini efektif dalam memberdayakan UMKM, memberikan solusi praktis untuk masalah visibilitas, dan menjadi langkah awal yang strategis dalam mengurangi kesenjangan digital di wilayah pedesaanMicro, Small, and Medium Enterprises (MSMEs) in Hiang Village, Setinjau Laut District, face challenges of limited visibility and market access due to the minimal utilization of digital technology. This low technology adoption is caused by a lack of knowledge, skills, and awareness regarding the potential of digital marketing. This community service activity aimed to enhance the capacity of MSME owners in utilizing Google Maps as a tool to increase their business visibility. The method employed was a participatory counseling approach, which included three stages: planning, implementation (consisting of socialization, theoretical presentation, and hands-on practice), and evaluation (through a post-test, feedback, and monitoring). The results showed a significant increase in participants' understanding, with over 90% passing the post-test. Moreover, there was a high rate of technology adoption, with 84% of participants successfully registering their businesses on Google Maps after the training. It is concluded that this outreach activity was effective in empowering MSMEs, providing a practical solution to the visibility problem, and serving as a strategic first step in bridging the digital divide in rural areas

    1,027

    full texts

    1,505

    metadata records
    Updated in last 30 days.
    e-Journal IAIN Kerinci
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇