PENGGUNAAN “AUGMENTED REALITY” DI DALAM PENGAJARAN SIRAH [APPLICATION OF “AUGMENTED REALITY” IN TEACHING SIRAH]

Authors

  • Amirah Syafiqah Anuar Universiti Kebangsaan Malaysia
  • Khadijah Abdul Razak Universiti Sultan Zainal Abidin

Keywords:

Augmented Reality, Pendidikan Islam, Bidang Sirah, Kognitif, Augmented Reality, Islamic education, Sirah, Cognitive

Abstract

Abstrak: Pelaksanaan pengajaran dan pembelajaran sering mengalami perubahan mengikut peredaran dan kemajuan teknologi terkini.  Pelbagai kaedah dan teknik pembelajaran telah diperkenalkan bagi memastikan pendidikan anak-anak tidak ketinggalan. Penggunaan Augmented Reality telah digunapakai secara meluas dalam pelbagai bidang terutamanya dalam bidang pendidikan. “Augmented Reality” dapat membantu murid dalam pencapaian serta dapat meningkatkan motivasi dan memberi kesan positif dalam pembelajaran murid. Kajian ini bertujuan untuk melihat keberkesanan Augmented Reality dalam pengajaran bidang Sirah di sekolah rendah di sebuah sekolah kebangsaan di daerah Betong, Sarawak. Seramai 29 orang murid tahun 2 dilibatkan sebagai kumpulan kawalan dan 30 orang murid sebagai kumpulan rawatan yang menggunakan intervensi “Augmented Reality”. Ujian pra dan pasca diadakan untuk melihat perbezaan pencapaian di antara kedua kumpulan. Selain itu, instrumen soal selidik turut diedarkan kepada kumpulan rawatan. Data dianalisis dengan menggunakan program Statistical Package for The Social Sciences (SPSS 26.0) untuk mencari taburan kekerapan, peratusan dan min serta sisihan piawai. Hasil kajian mendapati tahap kognitif murid terhadap penggunaan “Augmented Reality” dalam bidang Sirah berada pada tahap tinggi. Hal ini jelas menunjukkan penggunaan “Augmented Reality”dapat membantu murid dalam mempelajari Sirah dengan lebih seronok. 

Abstract: The implementation of teaching and learning frequently changes based on circulation and advancement of the latest technology. Various methods and techniques of learning have been introduced to ensure that children's education is not left behind. Nowdays, the use of Augmented Reality has been widely adopted in various fields especially in the field of education. "Augmented Reality" is able to assist students in achievement and can increase motivation and bring a positive impact on student learning. This study aims to determine the effectiveness of Augmented Reality implementation specifically for Sirah teaching focusing on primary school in Betong, Sarawak. A total of 29 Year Two students were involved as a control group and 30 students as a treatment group in implementing the "Augmented Reality" intervention. Pre- and post-tests were conducted to see the differences in achievement between the two groups. In addition, questionnaire instruments were also distributed to the treatment groups. Data were analyzed using the Statistical Package for The Social Sciences (SPSS 26.0) program to find the frequency distribution, percentage and mean as well as standard deviation. The results of the study found that the cognitive level of students towards the implementation of "Augmented Reality" in the learning of Sirah is at a high. This clearly confirms that the using of "Augmented Reality" can help students in learning Sirah while having fun with the lesson.

References

Ab Halim Tamuri & Siti Muhibah Haji Nor. 2015. Prinsip Pembelajaran Aktif Dalam Pengajaran dan Pembelajaran Pendidikan Islam. Jurnal Pendidikan Fakulti Pendidikan 2(3): 28-42.

Ab. Halim Tamuri & Nik Mohd Rahimi Nik Yusof. 2010. Kaedah Pengajaran dan Pembelajaran Pendidikan Islam. Bangi: Penerbit Universiti Kebangsaan Malaysia.

Ab. Halim Tamuri, Kamarulzaman Abdul Ghani, Rosli Mokhtar, Zetty Nurzuliana Rasheed, Mohd Asmadi Mustakim & Zetty Nurakmal Azura Rashed. 2011. Penilaian Pelaksanaan Pengajaran dan Pembelajaran Kurikulum Pendidikan Islam Bahagian Pendidikan Islam (JAIS) di Sekolah-sekolah Rendah Agama Negeri Selangor. Jurnal Penyelidikan Pendidikan dan Pengajian Islam,1(1).

Ahmad Fauzi. 2017. Upaya Meningkatkan Pretasi Belajar Mata Pelajaran Sirah Nabawiyah Dengan Motode Mind Mapping pada Siswa Kelas IX di Pondok Pesantren Smp IT Assalam Masaran Sragen Tahun Ajaran 2017/2018. Tesis Sarjana Pendidikan Islam. Fakulti Ilmu Tarbiyah dan Keguruan, Institut Agama Islam Negeri Surakarta.

Aliff Nawi, Mohd Isa Hamzah, & Surina Akmal Abd Sattai. 2014. Potensi Penggunaan Aplikasi Mudah Alih (Mobile Apps) Dalam Bidang Pendidikan Islam. The Online Journal of Islamic Education 2(2): 26-35.

Azniwati Abdul Aziz, Mohamed Akhiruddin Ibrahim, Mohammad Hikmat Shaker & Azlina Mohamed Nor. 2016. Teaching technique of islamic studies in higher learning institutions for non-arabic speakers: experience of faculty of quranic and sunnah studies and tamhidi centre, Universiti Sains Islam Malaysia. Universal Journal of Educational Research 4(4): 755-760.

Danakorn Nincarean A/L Eh Phon, Mohammad Bilal Ali & Noor Dayana Abd Halim. 2013. Potensi Teknologi Augmented Reality dalam Pembelajaran Sains : Satu Tinjauan Terhadap Penyelidikan Lepas. 2nd International Seminar on Quality and Afforrdable Education (ISQAE 2013), hal. 326-336.

Dunser A. 2008. Supporting lowability readers with interactive augmented reality. In Annual Review of CyberTherapy and telemedicine : Changing the Face of Healthcare San Diego & Interactive Media Institute.

Fathi Abdullah & Khadijah Abdul Razak. 2021. Tahap Minat dan Penerimaan Pelajar terhadap Gamifikasi dalam bidang Sirah. JQSS- Journal of Quran Sunnah Education and Special Needs 5: 27-38.

Fatin Izati Mohd Taher & Farah Hanan Abu Bakar. 2021. Pendidikan Digital Era RI 4.0 dalam Pendidikan Islam. International Conference on Syariah & Law 2021 (ICONSYAL 2021)- Online Conference 6 April 2021,hal. 436- 451.

Fatin Nur Fatimah Ishak & Mohd Isa Hamzah. 2019. Pelaksanaan Teknologi Augmented Reality dalam Pengajaran Pendidikan Islam: Potensi dan Cabaran. International Conference on Global Education VII “Humanising Technology For IR 4.0”, hal. 867-875).

Felicia M. 2009. Biskut huruf meningkatkan bacaan. Koleksi artikel Penyelidikan Tindakan PISMP Prasekolah. Kuala Lumpur:IPGKBM.

Hazzan, O., Lapidot, T., & Ragonis, N. 2011. Active learning and active-learning- Based teaching model. In Guide to Teaching Computer Science. 15–23.

Hussain, S. Y. S., Tan, W. H., & Idris, M. Z. 2014. Digital game-based learning for remedial mathematics students: A new teaching and learning approach In Malaysia. International Journal of Multimedia Ubiquitous Engineering 9(11): 325-338.

Johari, H. & Fazliana, R. 2012. Penggunaan ICT Dalam Proses Pengajaran Dan Pembelajaran Di Kalangan Pengajar Fakulti Pengajaran Universiti Teknologi Malaysia Skudai, Johor. Universiti Teknologi Malaysia. Journal of Technical, Vocational & Engineering Education 4: 22-37.

Jundan. 2008. Efektifas Penggunaan Multimedia dalam Pembelajaran Sirah Nabawiyah (Studi Eksperimen di Madrasah Aliyah Tahfizul Quran Program Takhassus Ma’had Isy Karima Gerdu Karangpandan Kabuputen Karanganyar Tahun Pelajaran 2007/2008. Disertasi Universitas Muhammadiyah Surakarta, Indonesia.

Kamarul Azmi, J., & Ab. Halim, T. 2011. Amalan Penggunaan Bahan Bantu Mengajar dalam Kalangan Guru Cemerlang Pendidikan Islam Sekolah Menengah di Malaysia. Journal of Islamic and Arabic Education 3(1): 59-74.

Kaufmann, H. 2013. Collaborative Augmented Reality in Education. Institute of Software Technology and Interactive Systems Vienna University of Technology .

Kiili, K., Ketamo, H., & Kickmeier-rust, M. D. 2014. Eye tracking in game-based learning research and game design

Downloads

Published

2022-04-04