Penggunaan Media Video dan Games Wordwall untuk Meningkatkan Keaktifan Siswa Kelas 8 pada Materi Kitab-kitab Allah

This research departs from the lack of student activity in learning Islamic religious education. Because the lack of use of media in learning makes learning tend to be more boring and monotonous for students. To overcome these problems, it is necessary to develop interesting learning media that must be prepared according to the needs of students. The purpose of this research is to determine the development and feasibility of learning media, video media, and wordwall games on the material of believing in the books of Allah in grade VIII SMP NU Palangkaraya.This research is a research and development of Research and Development (R&D) which refers to the ADDIE development model which consists of five stages which include analysis, design, development, implementation and evaluation. The subjects of this study are media expert validators and material expert validators, using field trials applied to grade VIII students of SMP NU Palangkaraya.The results of this study are that video-based learning media products and wordwall games have been produced with assessments from material experts and media experts by material validators obtaining "decent" results to be tested, while validation from media experts has obtained "decent" results to be tested. Based on the explanation, it can be concluded that video-based learning media and wordwall games are suitable for learning students in grade VIII SMP NU Palangkaraya.

Authors

Publication Details

Journal
Asian Journal of Islamic Studies and Da wah
Published
2024-10-28
DOI
https://doi.org/10.58578/ajisd.v2i6.4019
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

Penggunaan Media Video dan Games Wordwall untuk Meningkatkan Keaktifan Siswa Kelas 8 pada Materi Kitab-kitab Allah

Putri Anggalia Puspita Sari, Nadia Saputri, Muhammad Ainur Rafiq, Abdul Aziz
Asian Journal of Islamic Studies and Da wah
Educational Methods and Media Use
article

Penggunaan Media Video dan Games Wordwall untuk Meningkatkan Keaktifan Siswa Kelas 8 pada Materi Kitab-kitab Allah

Putri Anggalia Puspita Sari, Nadia Saputri, Muhammad Ainur Rafiq, Abdul Aziz
article en

Abstract

This research departs from the lack of student activity in learning Islamic religious education. Because the lack of use of media in learning makes learning tend to be more boring and monotonous for students. To overcome these problems, it is necessary to develop interesting learning media that must be prepared according to the needs of students. The purpose of this research is to determine the development and feasibility of learning media, video media, and wordwall games on the material of believing in the books of Allah in grade VIII SMP NU Palangkaraya.This research is a research and development of Research and Development (R&D) which refers to the ADDIE development model which consists of five stages which include analysis, design, development, implementation and evaluation. The subjects of this study are media expert validators and material expert validators, using field trials applied to grade VIII students of SMP NU Palangkaraya.The results of this study are that video-based learning media products and wordwall games have been produced with assessments from material experts and media experts by material validators obtaining "decent" results to be tested, while validation from media experts has obtained "decent" results to be tested. Based on the explanation, it can be concluded that video-based learning media and wordwall games are suitable for learning students in grade VIII SMP NU Palangkaraya.

Asian Journal of Islamic Studies and Da wahVol. 2(6)
Openalex Percentile: Top 71%
Educational Methods and Media Use
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