Implementation of Al-Quran Gadget Application on SDIT at Pangkalpinang
Keywords:
Gadgets, Applications, Al-Quran, SDITAbstract
Gadgets are a part of technological and communication developments that always present the latest
technology to help human activities become more accessible. Gadgets are also small objects with special
functions, such as cellphones, laptops, smartwatches, and the like. The use of gadgets among students has a
significant influence, mainly if their use is not controlled and is used negatively. The use of Gadgets among
students must always be directed at positive things and significantly increase knowledge so that it will have a
good impact on its use. This service activity is motivated by a problem. Namely, most students have gadgets
dependent on them, and students spend more time playing games than reading the Koran; the Gadget Al-Quran
Learning Application is applied to SDIT school partners in Pangkalpinang to guide students in the learning
process at school and home. In this service, it is carried out through three stages, namely by introducing the AlQuran Gadget application, which was designed by the service team in the previous study, namely "Aplikasi
Pembelajaran Al-Quran (ApTA)", presenting material from Al-Quran verses in-game patterns such as guessing
verses, connecting verses, daily prayer, and memorization, as well as carried out by modifying the tahfidz
learning method which is adapted to the semester curriculum at the partner's school. This application can be
applied to the ongoing learning process because students can follow it optimally. The results of the Gadget AlQuran Learning Implementation Activity can overcome the harmful use of Gadgets among students. It is hoped
that this activity will benefit students to divert student activities from using Gadgets in playing games that do
not educate the habit of reading the Koran through the Al-Quran Gadget application. Students are guided by
directing them consciously to reduce the bad habit of playing games for hours.