ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Abstract This study aims to analyze the planning, implementation, and evaluation of interactive technology-based media in Islamic Religious Education (PAI) learning at SMP Ma’arif 1 Metro and to examine its implications for students’ internalization of religious values. This research employs a qualitative descriptive field approach. Data were collected through observation, in-depth interviews with PAI teachers and seventh-grade students, and documentation. The findings indicate that interactive media such as animated videos, multimedia presentations, and digital quizzes (Quizizz and Kahoot) enhance students’ engagement, motivation, and conceptual understanding. More importantly, the use of interactive media supports the internalization of religious values through three stages: moral knowing, moral feeling, and moral action, as proposed by Thomas Lickona. Students demonstrate improved understanding of values such as honesty, responsibility, and tolerance, accompanied by reflective attitudes and practical application in classroom activities. However, the implementation still faces challenges, including limited technological infrastructure and varying levels of teachers’ digital competence. This study concludes that interactive technology-based media can serve as an effective pedagogical tool in strengthening both learning quality and religious character formation when supported by proper pedagogical guidance. Keywords: Interactive Media, Technology, Islamic Religious Education
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aims to examine how technology influences religious understanding among the youth in Bumiraharjo Village, Bumiratu Nuban Subdistrict. The focus includes types of technology used, the ways technology is employed in religious contexts, and the positive impacts as well as challenges. A qualitative method is applied, using field study: data collection through in-depth interviews, participatory observation, and documentation. The subjects are young people aged 15-25 residing in Bumiraharjo village. The results show that technology—especially social media, religious applications, and online platforms—broadens access to religious materials and supports discussions and personal reflection. However, there are challenges such as invalid information, distraction due to worldly content, and lack of mentorship from local religious figures. The study recommends strengthening religious digital literacy and collaboration between youth and religious leaders to use technology wisely.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Canva is one of the online design programs that offers various advanced features in creating learning media, one of which is. Even an account for Canva Education specifically for students and educators is available. Currently, we need to realize the importance of technology for the nation's future generations and they are Gen Z who may still be in school. The purpose of this study is to develop technology based on the Canva application in learning the Al-Qur'an Hadith for class X at MA Ma'arif 06 Seputih Raman. This study uses the Research and Development (RND) method and chooses one of the RND models, namely ADDIE. As the name implies, ADDIE is passed through several stages of analysis, design, development, implementation and evaluation. Based on the research that has been carried out, a conclusion has been drawn, namely that this video-based learning media is suitable for use as a learning medium in the Al-Qur'an Hadith subject for class X.The product that has been developed in class X of the Al Qur'an Hadith subject is a video based on the Canva application. Before developing the media, the researcher gave a pretest question which aimed to see the development and differences of students when using the learning media that the researcher developed. The developed video was shown via an LCD projector, students were asked to listen and after the video was finished, a group discussion was held.The results of the media and material validation questionnaire showed results with a very feasible category. From the learning results using the pretest posttest, the average difference in value was 33.46. From the average pretest value of 51.81 and the posttest value was 85.27. So it is concluded that the video learning media based on the Canva application is feasible to be developed.