Aplikasi Permainan Sebagai Media Edukasi Sejarah Islam
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Mochamad Ziyu Arlian, M.Iqbal Al Ghifari, Amir Hasanudin Fauzi

Aplikasi Permainan Sebagai Media Edukasi Sejarah Islam

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Introduction

Aplikasi permainan sebagai media edukasi sejarah islam. Kembangkan aplikasi permainan edukasi sejarah Islam untuk generasi muda. Tawarkan pengalaman belajar interaktif dan menyenangkan, motivasi eksplorasi sejarah Islam yang menarik.

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Abstract

Aplikasi permainan telah menjadi alat yang semakin penting dalam pendidikan, khususnya dalam pengajaran sejarah Islam kepada generasi muda. Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi aplikasi permainan yang dapat digunakan sebagai media edukasi untuk mengajar sejarah Islam. Aplikasi ini dirancang untuk memberikan pengalaman belajar yang interaktif dan menyenangkan, sehingga memotivasi siswa untuk mengeksplorasi berbagai aspek sejarah Islam dengan cara yang menarik.


Review

This paper addresses a highly relevant and timely topic concerning the integration of digital game applications into historical education, specifically focusing on Islamic history. The objective to develop and evaluate such an application for younger generations is commendable, given the potential of interactive media to make complex historical narratives more accessible and engaging. This approach offers a promising pathway to enhance learning motivation and knowledge retention in a subject area that can often be perceived as challenging through traditional methods. The core strength of the proposed research lies in its stated aim to create an "interactive and enjoyable learning experience." This design philosophy is crucial for fostering genuine interest and encouraging students to actively explore various facets of Islamic history. By leveraging game mechanics, the research posits an effective method to counteract passive learning and instead promote deeper engagement, critical thinking, and a more nuanced understanding of historical events and figures. The emphasis on motivating students through an engaging platform represents a significant pedagogical advantage. While the abstract clearly outlines the *what* and *why*, a more detailed insight into the *how* would strengthen its immediate impact. For instance, it would be beneficial to know more about the specific historical periods or topics the application will cover, the underlying pedagogical theories guiding its design, and the methodology employed for its evaluation. Further details on the target demographic, the platform, and the anticipated metrics for measuring learning effectiveness and engagement would also enrich the understanding of the research's scope and potential contributions to both educational technology and history pedagogy.


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