Lewati ke konten utama
Beranda / Hasil pencarian

Hasil pencarian

Jelajahi seluruh publikasi yang tersedia.

4 hasil
Subjek: Religiousity
DaftarKartu
ResearchOpen AccessPDF tersedia

POSITIVE AND NEGATIVE EXCESSES OF ONLINE GAMES AMONG MUSLIM ADOLESCENTS IN TANAH DATAR, WEST SUMATRA

2026•Hasil Penelitian dan Pengabdian

This study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structuralfunctional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

7 dilihat · 4 unduhanSitasiDetail
ResearchOpen AccessPDF tersedia

ISLAH INDEX DEVELOPMENT FOR PROGRAM EVALUATION: CASE STUDY OF SINERGI FOUNDATION

2026•Hasil Penelitian dan Pengabdian

<p> This study aims to develop the Islah Index for program evaluation in Islamic social institutions. The Islah Index was developed in order to measure the impact of the program based on the concepts of the Al-Quran and Sunnah accompanied by literature related to the index and impact evaluation of various programs.</p>

13 dilihat · 0 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

POSITIVE AND NEGATIVE EXCESSES OF ONLINE GAMES AMONG MUSLIM ADOLESCENTS IN TANAH DATAR, WEST SUMATRA

2023•Artikel Penelitian dan Pengabdian

This study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structuralfunctional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

5 dilihat · 2 unduhanSitasiDetail
ArticleOpen Access1 berkas tersedia

Positive and Negative Execesses of Online Game among Muslim Adolescents in Tanah Datar, West Sumatera

2023•Artikel Penelitian dan Pengabdian

his study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structural-functional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

7 dilihat · 0 unduhanSitasiDetail