DIGITALIZATION OF THE PROPHET'S STORY TO STRENGTHEN ISLAMIC VALUES FROM AN EARLY AGE

Reni Prastiwi

Abstract


This research is motivated by the limited research on the effectiveness and pedagogical design of digital media presenting stories of the Prophet in the context of strengthening Islamic values in early childhood in Indonesia. In fact, in today's digital era, children are exposed to a variety of content that is not necessarily in line with Islamic educational principles. This study aims to explore how the digitization of stories of the Prophet—through interactive and animated applications—can be an effective means of instilling values such as honesty, patience, compassion, and courage in children aged 4–7 years. The method used was a qualitative multiple case study approach. The sample included five families in urban areas who regularly use two types of digital media featuring stories of the Prophet. Participants were selected using purposive sampling, and data were collected through semi-structured interviews with parents, observations of children's interactions with the media, and content analysis of the media used. The analysis was conducted using a thematic approach. The results indicate that effective digital media has three essential elements: meaningful interactivity, engaging visualizations that simplify abstract values, and powerful narratives that engage emotions. The role of parents as active mediators has been shown to be highly influential in the process of value internalization. These findings support Bandura's Social Learning Theory and Piaget's Cognitive Development Theory. The main conclusion is that the digitalization of prophetic stories has great potential as a means of character education, but its success is largely determined by the quality of the media and the active involvement of parents.

Keywords


Digitization of Prophetic Stories; Strengthening Islamic Values; Early Childhood Education; Digital Pedagogy; Parental Mediation.

Full Text:

PDF

References


Caughey, J., McLean, K., & Edwards, S. (2024). Imagination and sociodramatic play using Minecraft and FaceTime as a digitally-mediated environment. E-Learning and Digital Media, 21(3), 292–309. https://doi.org/10.1177/20427530231156183

Chatterjee, M., Kumar, P., Samanta, P., & Sarkar, D. (2022). Suicide ideation detection from online social media: A multi-modal feature based technique. International Journal of Information Management Data Insights, 2(2), 100103. https://doi.org/10.1016/j.jjimei.2022.100103

Dalton, J. T., & Logan, A. J. (2022). Teaching and learning Schumpeter: A dialogue between professor and student. Review of Austrian Economics, 35(2), 235–256. https://doi.org/10.1007/s11138-020-00514-9

Fan, Y., Lim, L., van der Graaf, J., Kilgour, J., Raković, M., Moore, J., Molenaar, I., Bannert, M., & Gašević, D. (2022). Improving the measurement of self-regulated learning using multi-channel data. Metacognition and Learning, 17(3), 1025–1055. https://doi.org/10.1007/s11409-022-09304-z

Karyanto, P., & Rohman, A. N. (2024). Student metacognition in online learning using website hyperlink facilities on Microsoft Team’s platform. JPBI (Jurnal Pendidikan Biologi Indonesia), 10(1), 283–290. https://doi.org/10.22219/jpbi.v10i1.28289

Kurniawanti, Y., Saputro, B., & Bahuguna, S. (2020). The Effectiveness of Development Results of Pro-show Media Based on Solar System Poem and Song on Student Learning Outcomes. Journal of Innovation in Educational and Cultural Research, 1(1), 1–6. https://doi.org/10.46843/jiecr.v1i1.1

Liu, G. C., & Ko, C. H. (2021). Effects of social media and design thinking on corporate identity design course in Taiwan. E-Learning and Digital Media, 18(3), 251–268. https://doi.org/10.1177/2042753020950879

Liu, L., Zhu, G., & Zhao, X. (2022). Application of medical supply inventory model based on deep learning and big data. International Journal of System Assurance Engineering and Management, 13(S3), 1216–1227. https://doi.org/10.1007/s13198-022-01669-3

Maheshwari, G. (2022). Entrepreneurial intentions of university students in Vietnam: Integrated model of social learning, human motivation, and TPB. International Journal of Management Education, 20(3), 100714. https://doi.org/10.1016/j.ijme.2022.100714

Safari, M., & January, D. O. (2019). The development of Virtual Javanese Gamelan to improve Gamelan learning achievement. MUDARRISA: Jurnal Kajian Pendidikan Islam, 10(2), 222. https://doi.org/10.18326/mdr.v10i2.222-244

Sarwari, K., Kakar, A. F., Golzar, J., & Miri, M. A. (2022). Distance learning during COVID-19 in Afghanistan: Challenges and opportunities. E-Learning and Digital Media, 19(2), 144–162. https://doi.org/10.1177/20427530211044757

Sugiyono. (2019). Metode Penelitian Kuantitatif dan Kualitatif dan R&D (Bandung). Alfabeta.

Vavra, P., Sokolovič, L., Porcu, E., Ripollés, P., Rodriguez-Fornells, A., & Noesselt, T. (2023). Entering into a self-regulated learning mode prevents detrimental effects of feedback removal on memory. Npj Science of Learning, 8(1), 2. https://doi.org/10.1038/s41539-022-00150-x

Wang, X., Li, J., Yang, L., Mi, H., & Yu, J. Y. (2021). Weakly-supervised learning for community detection based on graph convolution in attributed networks. International Journal of Machine Learning and Cybernetics, 12(12), 3529–3539. https://doi.org/10.1007/s13042-021-01400-x

Zehai, G., Cunbao, M., Jianfeng, Z., & Weijun, X. (2021). Remaining useful life prediction of integrated modular avionics using ensemble enhanced online sequential parallel extreme learning machine. International Journal of Machine Learning and Cybernetics, 12(7), 1893–1911. https://doi.org/10.1007/s13042-021-01283-y


Refbacks

  • There are currently no refbacks.


Publisher CV Media Jaza Utama