Proceedings of the 2nd International Conference on Islamic Studies, ICIS 2020, 27-28 October 2020, Ponorogo, Indonesia 2021
DOI: 10.4108/eai.27-10-2020.2304174
|View full text |Cite
|
Sign up to set email alerts
|

Moderate Islamic Education and Religious Digital Literature: The Making of Children's Moderate Identities Through the NU Kids Application

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
2
0
1

Year Published

2022
2022
2023
2023

Publication Types

Select...
6

Relationship

0
6

Authors

Journals

citations
Cited by 6 publications
(7 citation statements)
references
References 4 publications
0
2
0
1
Order By: Relevance
“…Characters in religious narratives play a crucial role in shaping the story and conveying its message (Afif & Dwijayanto, 2021). These characters often embody archetypes and symbolism that are deeply rooted in the religious and cultural traditions of their respective communities.…”
Section: The Role Of Characters In Religious Narratives: Archetypes A...mentioning
confidence: 99%
“…Characters in religious narratives play a crucial role in shaping the story and conveying its message (Afif & Dwijayanto, 2021). These characters often embody archetypes and symbolism that are deeply rooted in the religious and cultural traditions of their respective communities.…”
Section: The Role Of Characters In Religious Narratives: Archetypes A...mentioning
confidence: 99%
“…(Jackson, 2014) The behavior of a moderate person in religion is that he can show a tolerant attitude, respect any dissent, respect plurality, and not impose the will in the name of religious understanding. (Afif & Dwijayanto, 2021). In this case, religious moderation only emphasizes how one responds to differences, both in dealing with internal and external problems, namely between religions.…”
Section: Religious Moderationmentioning
confidence: 99%
“…Game ponsel cerdas Android yang dikembangkan sebagai game edukasi digital dapat memuat fitur-fitur yang berpotensi memberikan pengalaman permainan dan pembelajaran secara menarik dan berkelanjutan (Baghaei et al, 2017;Kim & Kwon, 2015;Winarsih & Pianora Sarris, 2018). Blumberg dan Fisch (2013) meringkas beberapa fitur tersebut, diantaranya (a) membuat penasaran (curiosity), (b) adanya tantangan (challenge), (c) menyertakan khayalan (fantasy), (d) adanya timbal balik (interactivity), (e) adanya kendali pengarahan (agency or control), (f) adanya keterkaitan karakter dan pemain (identity), (g) adanya umpan balik dari aktivitas (feedback), serta (h) adanya keterlibatan pribadi (immersion) (Afif & Dwijayanto, 2021;Hurd, D., & Jenuings, 2009;Solorzano Alcivar et al, 2019). Sehingga fitur-fitur tersebut sesuai pada paradigma belajar abad 21.…”
Section: Pembahasanunclassified