Imam Safi'i
Biographic Data
| ID | 10145175 |
|---|---|
| NAME | Imam Safi'i |
| GIVEN NAMES | Imam |
| FAMILY NAME | Safi'i |
| SIGNATURE | I I S |
| AFFILIATIONS | Universitas Muhammadiyah Prof Dr Hamka |
| ORCID | 0000-0002-4230-8818 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Preservation the Sundanese Wewengkon Kuningan Language Through Android-Based Educational Games
This study explores the development and evaluation of Android-based educational games specifically designed to preserve the Sundanese language in the Kuningan region. This study uses mixed methods, this study combines in-depth literature review with empirical evaluation to assess the effectiveness of games in the context of language learning. These educational games are designed with local and cultural needs in mind, offering a contextual and eng…
The Impact of Learning Technology on Cognitive Abilities
Digital learning transformation has created significant opportunities for developing instructional media that support students’ metacognitive abilities, particularly in the Indonesian Language Education Study Program. This study aims to identify students’ preferences of digital learning media and their impact on learning habits and comprehension gaps. This research employed a mixed-method approach with a sequential explanatory design, involving 1…
Design of code switching and code-mixing game in Sundanese Wewengkon Kuningan language with ethnolinguistic content
Sundanese language in the Kuningan region. The development of sociolinguistic games is essential because it can increase understanding and awareness of linguistic and cultural diversity among players, especially among children and adolescents, including college students. This game serves as an engaging educational tool for learning sociolinguistic aspects, such as dialect variations and language interactions in a fun and interactive context. In a…
Competency achievement indicators in Indonesian high school electronic school books
Creative-innovative thinking is an important competency to be developed in students so that they can be equipped in solving various challenges they face. One of the efforts to increase student competence can be done through the provision of textbooks. The purpose of writing this article is to explain the results of research on creative-innovative aspects which are indicators of competency development in high school electronic school books. The me…
Kelayakan Instrumen Evaluasi Buku Sekolah Elektronik (BSE) Bahasa Indonesia Siswa SMA Kelas XI
Curriculum development is directed at the condition of society in shaping the younger generation. The development of the curriculum also has implications for textbooks. Textbooks are an element of supporting educational facilities and infrastructure. This study aims to describe the feasibility of the Evaluation Instrument in the Indonesian Electronic School Book for SMA class XI students of the 2017 revision of the 2013 Curriculum. This research …
Critical thinking in evaluation instruments at BSE Indonesian language
This article aims to describe the diversity of critical thinking contained in the evaluation instrument at Electronic School Book (BSE) Indonesian High School 2019/2020 Academic Year. This study uses a qualitative approach by applying the principles of content analysis. The data sources in this study were 541 evaluation instruments spread over eight teaching materials, namely compiling procedural texts, studying explanatory texts, managing inform…
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Kelayakan Instrumen Evaluasi Buku Sekolah Elektronik (BSE) Bahasa Indonesia Siswa SMA Kelas XI
Curriculum development is directed at the condition of society in shaping the younger generation. The development of the curriculum also has implications for textbooks. Textbooks are an element of supporting educational facilities and infrastructure. This study aims to describe the feasibility of the Evaluation Instrument in the Indonesian Electronic School Book for SMA class XI students of the 2017 revision of the 2013 Curriculum. This research …
Critical thinking in evaluation instruments at BSE Indonesian language
This article aims to describe the diversity of critical thinking contained in the evaluation instrument at Electronic School Book (BSE) Indonesian High School 2019/2020 Academic Year. This study uses a qualitative approach by applying the principles of content analysis. The data sources in this study were 541 evaluation instruments spread over eight teaching materials, namely compiling procedural texts, studying explanatory texts, managing inform…
Competency achievement indicators in Indonesian high school electronic school books
Creative-innovative thinking is an important competency to be developed in students so that they can be equipped in solving various challenges they face. One of the efforts to increase student competence can be done through the provision of textbooks. The purpose of writing this article is to explain the results of research on creative-innovative aspects which are indicators of competency development in high school electronic school books. The me…
Design of code switching and code-mixing game in Sundanese Wewengkon Kuningan language with ethnolinguistic content
Sundanese language in the Kuningan region. The development of sociolinguistic games is essential because it can increase understanding and awareness of linguistic and cultural diversity among players, especially among children and adolescents, including college students. This game serves as an engaging educational tool for learning sociolinguistic aspects, such as dialect variations and language interactions in a fun and interactive context. In a…
Preservation the Sundanese Wewengkon Kuningan Language Through Android-Based Educational Games
This study explores the development and evaluation of Android-based educational games specifically designed to preserve the Sundanese language in the Kuningan region. This study uses mixed methods, this study combines in-depth literature review with empirical evaluation to assess the effectiveness of games in the context of language learning. These educational games are designed with local and cultural needs in mind, offering a contextual and eng…
The Impact of Learning Technology on Cognitive Abilities
Digital learning transformation has created significant opportunities for developing instructional media that support students’ metacognitive abilities, particularly in the Indonesian Language Education Study Program. This study aims to identify students’ preferences of digital learning media and their impact on learning habits and comprehension gaps. This research employed a mixed-method approach with a sequential explanatory design, involving 1…
Linguistics (5 works) · Computer Science (4 works) · Educational Methods and Media Use (4 works) · Indonesian (4 works) · Mathematics education (4 works) · Psychology (4 works) · Philosophy (3 works) · Sociology (3 works) · Communication (2 works) · Educational Curriculum and Learning Methods (2 works)