E-JOURNAL PORTAL SYSTEM KH. A. WAHAB HASBULLAH UNIVERSITY
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Islamic Education Learning Process Evaluation in Implementation KMA Curriculum No.183 and No.184
The learning process of Islamic religious education in Islamic school, of course, cannot be separated from using the Islamic religious education curriculum as a tool to achieve educational goals. Miftahul Ulum Islamic School Kepuhkembeng has implemented the KMA No. 183 and No.184 in 2019. The research objective as an evaluation in the implementation of the curriculum focuses on the efforts of the principal, supporters and obstacles in implementing the KMA curriculum No. 183 and No.184 in 2019. The stages in the implementation process start from the presence of researchers to the location directly looking for data sources, interviews, observation and documentation as data collection steps then analyzing data to find out how far the implementation process is in the learning process of Islamic education. in implementing the KMA curriculum No. 183 and No. 184 in 2019 at MA Miftahul Ulum Kepuhkembeng. Based on the research results, MA Miftahul Ulum Kepuhkembeng has implemented the KMA curriculum No. 183 and No. 184 in 2019. Various efforts have been made by the principal to support the implementation of this curriculum. However, there are also obstacles in its implementation due to circumstances that cannot be forced in delivering face-to-face material
Development of Vinafi as Fiqh Learning Media for XI Grade of MA Student
Vinafi, animated video for Fiqh, is one of technological developments that is formulated as learning media that can attract students to learn Fiqh. In this study, the researchers aim to develop an animated video as learning media for learning Fiqh of XI grade MA. This animated video is a learning media that contains material about the marriage which includes an application to solve a problem related to the learning process. The purpose of this development is to determine the feasibility of media from media experts, material experts and media attractiveness through questionnaire responses from students. The research method in this study uses R&D with ADDIE development model. This development model is divided into five stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The results of this study obtained validation result from media expert and material expert who stated that the media was eligible for field trials with revisions according to suggestions, and a questionnaire response from student with the conclusion that the researchers took that the media criteria were interesting, so that the media that had been developed by the researchers was interesting and suitable to be used as a support for the learning process.
 
Developing Hale (Happy to Learn English) as Interactive Learning Media for Junior High Students Grade VIII
The purpose of this research is developing HALE (Happy to Learn English) as Interactive Learning Media for Junior High Students Grade VIII. This English learning media consists of some materials and exercises which is appropriate and feasible to be studied for students. All materials in this media are based on junior high school syllabus of 2013 curriculum. The research method used in this research is Research and Development. This development used ADDIE model which have several steps, those are; 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The result of this research shows that from the media validation result got 4.88 score it was in “good†category, and the material validation got 3.42 score it was in “fair and worth†category. The students’ responses of try out result 4.01 score were in “good†category. By having those result, this HALE (Happy to Learn English) as Interactive Learning Media is feasible to be used as a learning media for students grade VIII. Furthermore this research can be used as reference to other researcher in developing English learning media in different level of students
Improving Mathematical Literacy of MTs Students through Problem Based Learning
This study aims to describe students' mathematical literacy skills seen from each indicator on students' mathematical literacy skills at level 1. The method used is a quasi-experimental research design with non-equivalent control group design and qualitative descriptive. The population in this study were all students of class VII MTs in a private school in the city of Jombang with a sample of two classes by purposive sampling. Where one class as an experimental group using a problem based learning (pbl) learning model and another class as a control group using ordinary learning. The instrument of this research is a test of students' mathematical literacy skills at level 1. Based on the results of research and discussion, it can be concluded that increasing students' mathematical literacy skills at level 1 for students who receive problem based learning (pbl) is better than increasing students' mathematical literacy skills at level 1 towards students who received ordinary learning and the percentage in answering questions seen from the aspect of students' mathematical literacy which included the first indicator, the control group was better, while the experimental group was superior in the second, third and fourth indicators
Development of Mathematics Learning Videos for Class VIII Statistics Materials
The research on developing mathematics learning video media for class VIII statistics material aims to: 1) find out the process of developing mathematics learning videos for class VIII statistics material, 2) find out how the results of developing mathematics learning video media in class VIII statistics material. This research is a type of research and development or research and development (R&D) using the ADDIE model, including analysis, design, development, implementation, and evaluation. The research analysis technique uses an assessment score from the validator, namely the validator of the informatics teacher media expert at MTs. Ghozaliayah Jombang and material expert for mathematics education lecturer and mathematics teacher at MTs. Ghozaliayah, as well as student response scores to learning video media in the form of questionnaire results. This research resulted from product validation test. The media expert validation test obtained 78% with the classification being quite valid or suitable for use. The assessment by material experts got a score of 85% with a very valid classification or very feasible to use. . The results of the student response questionnaire got a score of 75% with a practical classification. Based on this classification, it can be concluded that the video media for mathematics learning in class VIII statistics material is suitable for use in learning
The Effect of The Rasch Rating Scale in Dealing with The Loss of a Smartphone
The presence of smartphones is one of the technological advancements that have contributed greatly to changes in social behavior. This led to the inception of the Fear of Missing Out (FoMO) smartphone device. The purpose of this study therefore was to determine the right instrument to measure the FoMO smartphone by analyzing response points obtained from respondents. The study sample consisted of three groups of test subjects, from large city, small town and villages with n values of 226, 248, and 55 respectively. The data in this study were obtained using the 5-point Likert scale politomy data from a Fear of Missing out scale instrument, distributed online. The research data were analyzed using the Rasch model by testing rating scale analysis through Threshold. The results showed that the rating scale answered choices turned into a 3-point Likert scale with those not right, less right, and very right
Improvement Students' Understanding through Problem Based Learning
This study aims to improve grade X students' understanding of environmental pollution concepts by applying the Problem-Based Learning (PBL) model at Islamic Senior High School Ghozaliyah. Using an experimental design with a quantitative approach, the research employed a One Group Pre-test Post-test Design. The subjects were 30 grade X students at Islamic Senior High School Ghozaliyah. Data were collected through concept understanding tests administered in two phases: pre-test before treatment and post-test after treatment. The data analysis employed descriptive statistical methods to describe the students' learning outcomes and compared pre-test and post-test scores to measure improvement. The results showed an improvement in students' understanding of environmental pollution concepts after implementing the Problem-Based Learning model. This is evident from the lower average pre-test scores compared to the higher post-test scores and the significant improvement in N-Gain. This research is expected to contribute to developing effective learning models to enhance environmental concept understanding in schools
Designing and Building an Irrigation Management Information System Using the Prototype Method
In the current system, agricultural extension workers manually collect and summarize extension outcome data using spreadsheets (Microsoft Excel). The weaknesses of this manual system are errors in data entry, duplicate data, and a rather long time for recapitulation. This research aims to develop and implement a web-based Irrigation Management Information System that is integrated and easy for agricultural extension workers at the sub-district level to use. The method used in this research is Research and Development, with a prototype model that allows interaction between developers and users during the creation process. The results of functional testing on this system show that the system has met user needs and no errors were found in any of the functions. Additionally, the limited trial involved 35 users who rated the system as very easy to use. It is hoped that with this irrigation management information system, water resource management can be carried out more effectively, supporting agricultural productivity and the overall well-being of farmers
The Effect of Liquid Smoke on Chlorophyl Levels In Green Plants (Brassica juncea L)
The green mustard plant (Brassica juncea L) is a plant that can adapt well to places with hot or cold air. Liquid smoke is known to contain various bioactive compounds that can affect chlorophyll levels in mustard plants. This research uses quantitative methods to determine the effect of liquid smoke on chlorophyll levels in mustard green plants. This research was carried out on mustard green plants that were given liquid smoke from certain fuels in a laboratory environment. The variable measured was the chlorophyll content in plant leaves, which is considered the main indicator of plant photosynthetic health. This research used a randomized block design with two treatments, namely a control group without administration of liquid smoke and a treatment group with liquid smoke for a certain period of time. Chlorophyll levels were measured using the Uv-Vis Spectrophotometry method. The results of this study showed that control mustard greens had a total chlorophyll content of 10.28 mg/L and mustard greens with liquid smoke had a total chlorophyll content of 7.47 mg/L. Control mustard greens had a higher chlorophyll content than mustard greens treated with liquid smoke
Introduction of Fruit Plants as Kindergarten Students Learning Media Based on Mobile Applications
The world of childhood is mostly filled with play. They tend to be more interested and enthusiastic if they play a game, this is natural considering their young age and they should enjoy their childhood. By applying learning media in the form of games, children unconsciously have been doing learning by playing. Moreover, modern learning methods are more impactful and provide more significant outcomes when compared to conventional learning methods. This study aims to design an educational game about the introduction of fruit plants as a mobile application-based learning medium for kindergarten students. This game design method uses the Waterfall method which consists of 5 stages, namely Requirement, Design, Implementation, Verification, and Maintenance. The results of the trial of this application get an average level of understanding of 89%. By making this game, the author hopes that children who are still in their golden period can be helped in learning and optimize their golden period