Author:
Alhamuddin Alhamuddin,Hamdani Fahmi Fatwa Rosyadi Satria,Tandika Dikdik,Adwiyah Rabiatul
Abstract
This research has the intention to develop the model of Quran learning which is creative and innovative to increase students’ ability in reading the Quran. This method is applied by the use of puzzle game, iqro bar, and monopoly game, so that the students can recognize the Quran letters well and correctly. This research applies the research and development approach. The trial is done to all students in every faculty at UNISBA. The number of the students who join this research is 519 students. The choosing of the samples is based on the group of students’ abilities in reading the Quran. Especially, the students who are in E group. The result of the research shows that the application of 3 A learning media for the group that hasn’t known Quran letters well correctly gives significant influence to help them recognize the Hijaiyyah letters easily. The process of learning is designed actively, creatively, effectively, innovatively and fun. This process of learning is also based on studentcentered. Based on the result, the researcher gives suggestion to do the further study as the part of the design’s development and correction of the learning Quran through 3 A media
Publisher
Universitas Pendidikan Indonesia (UPI)
Cited by
7 articles.
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