Eksplorasi Persepsi Siswa Sekolah Dasar dalam Pembelajaran Huruf Hijaiyah Berbasis Permainan

Edcomtech Jurnal Kajian Teknologi Pendidikan

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Title Eksplorasi Persepsi Siswa Sekolah Dasar dalam Pembelajaran Huruf Hijaiyah Berbasis Permainan
 
Creator Qutby, Hurriatus Tsaniyah
Ulfa, Saida
Nasih, Ahmad Munjin
 
Subject mobile; game based learning; TAM; persepsi
 
Description Abstrak: Pada era digital seperti ini, anak-anak lebih tertarik bermain game pada smartphone mereka sampai muncul fenomena kecanduan game, daripada harus membaca Iqro apalagi Al-Quran. Peneliti bertujuan untuk mengetahui persepsi penggunaan mobile game base learning dalam pembelajaran huruf hijaiyah. Dalam penelitian ini menggunakan metode kuantitatif dengan pendekatan deskriptif. Teknik yang digunakan dalam pengumpulan data menggunakan teknik survei melalui penyebaran kuesioner. Kuesioner yang dikembangkan menggunakan TAM (Technology Acceptance Model). Berdasarkan hasil yang diperoleh, kegunaan dan kemudahan mobile game based learning hijaiyah dipercaya dapat meningkatkan kemampuan membaca huruf hijaiyah dan dapat diterima responden. Responden berniat menggunakan kembali mobile game based learning dimasa mendatang. Penelitian ini dapat menjadi rujukan atau kontribusi tentang TAM (Technology Acceptance Model) dalam penggunaan mobile game based learning hijaiyah.Abstract: In this digital era, children are more interested in playing games on their smartphones until the phenomenon of game addiction arises, rather than having to read Iqro let alone the Qur’an. Researchers aimed to determine the perception of the use of mobile game base learning in learning hijaiyah letters. In this study using a quantitative method with a descriptive approach. The technique used in data collection uses survey techniques through questionnaires. The questionnaire was developed using TAM (Technology Acceptance Model). Based on the results obtained, the usefulness and ease of mobile game-based learning hijaiyah is believed to improve the ability to read hijaiyah letters and be acceptable to respondents. Respondents intend to reuse mobile game based learning in the future. This research can be a reference or contribution about TAM (Technology Acceptance Model) on using mobile game based learning hijaiyah.
 
Publisher Universitas Negeri Malang
 
Contributor
 
Date 2021-07-15
 
Type info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
 
Format application/pdf
 
Identifier http://journal2.um.ac.id/index.php/edcomtech/article/view/14373
10.17977/um039v6i12021p210
 
Source Edcomtech: Jurnal Kajian Teknologi Pendidikan; Vol 6, No 2 (2021); 210-221
Edcomtech; Vol 6, No 2 (2021); 210-221
2599-2139
2548-9897
 
Language eng
 
Relation http://journal2.um.ac.id/index.php/edcomtech/article/view/14373/pdf
 
Rights Copyright (c) 2021 HURRIATUS TSANIYAH QUTBY
http://creativecommons.org/licenses/by-sa/4.0
 

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