Progressive Islamic Education Management For The Metaverse Generation (A Critical Study)
Abstract
Keywords
Full Text:
PDFReferences
Adi, L. (2022). Family education in an Islamic perspective.Ar-Rasyid Education Journal, 7(1), 1-9.
Ali, M. (2017). Towards a theorization of progressive education.Tajdida: Journal of Muhammadiyah Thought and Movement, 15(2), 1-8.
Anggraeni, L.D. & Wiharja, H., (2020), Online Game, Addiction and Learning Achievement of Senior High School Student in Jakarta, Indonesian Journal of Disability Studies (IJDS), Vol. 7, no. 2, pp. 151-156
Azhari, B., & Fajri, I. (2021). Distance learning during the COVID-19 pandemic: School closure in Indonesia. International Journal of Mathematical Education in Science and Technology, 1-21.
Bogdan, R., & Biklen, S.K. (1997). Qualitative research for education. Boston, MA: Allyn & Bacon.
Darban, A. (2000). Muhammadiyah as an Islamic Movement (in historical and ideological perspective), Yogyakarta: Institute for Islamic Studies and Practices (LPPI).
Faradilla, D. (2020), Self-control with internet dependence in adolescents, Psychoborneo: Scientific Journal of Psychology, Vol. 8, no. 4, pp. 590-599
Gaol, N. T. L. (2020). History and concepts of educational management. Journal of Educational Dynamics, 13(1), 79-88.
Haug, S., Castro, R.P., Kwong, M., Filler, A., Kowatsch, T., & Schaub, M.P. (2015).
Smartphone Use and Smartphone Addiction Among Young People in Switzerland, Journal of Behavior Addiction, Vol. 4, No. 4, pp. 299-307
Hussain, E.B & Griffiths, M.D. (2009). Excessive use of massively multiplayer online roleplaying games: A Pilot Studi, International Journal of Mental Health and Addiction, vol. 7, no. 2, pp. 563-571
Hwang, G. J., & Chien, S. Y. (2022). Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective. Computers and Education: Artificial Intelligence, 3, 100082.
Idris, S., Za, T., & Sulaiman, F. (2018). Critical education paradigm in the perspective of Islamic education. Advanced Science Letters, 24(11), 8226-8230.
Kasali, R. (2019). M#O, A New World That Many People Fail To Understand, Mizan Publishers, Jakarta
Kasali, R. (2019). Self Disruption: How Companies Get Out of the Traps of the Past and Disrupt Themselves into Healthy Companies, Mizan Publishers, Jakarta
Kim, C. S., Lee, Y., & Ahn, H. (2021). A Study on the Metaverse: Focused on the Application of News Big Data Service and Case Study. Journal of Korea Society of Digital Industry and Information Management, 17(2), 85-101.
Kotter, J. (2012). Leading Change. Boston, MA: Harvard Business Review Press.
Kuntowijoyo (1985). Dynamics of the History of Indonesian Muslims, Ircoso, Jogjakarta
Kuss, D.J., VanRooij, A.J., Shorter, G.W., Griffiths, M.D., & VandeMheen, D. (2013). Internet Addiction in Adolescents: Prevalence and Risk Factors, Computer in Human Behavior, Vol. 29, no.5, pp. 1987-1996
Kusumawardani, S.P. (2015), Online Games as Behavior Patterns (Descriptive study of the social interactions of Clash Of Clans Gamers in Clan Indo Spirit), AntroUniardotnet.Vol. IV, No. 2, pp. 154-163
Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of metaverse: possibilities and limitations. Journal of educational evaluation for health professions, 18.
Lee, J. Y. (2021). A study on metaverse hype for sustainable growth. International journal of advanced smart convergence, 10(3), 72-80.
Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
Lestari, A.D., & Wimbarti, S. (2021). The relationship between online game addiction tendencies and students' mental health with friendship quality as a moderator variable, journalInsight Psychology, Flight. 5, No. 1, p. 46-62
Middlehurst, R. (2012). Leadership and management in higher education: A research perspective. Maastricht School of Management Working Papers, (2012/47). Mystakidis, S. (2022). Metaverse.Encyclopedia, 2(1), 486-497.
Nashir, H. (2019). Indonesia and Indonesianness Sociological Perspective, Suara Muhammadiyah, Yogyakarta.
Netolicky, D. M. (2020). School leadership during a pandemic: navigating tensions. Journal of Professional Capital and Community.
Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., ... & Daneshmand, M. (2021). A Survey on Metaverse: the State-of-the-art, Technologies, Applications, and Challenges. arXiv preprint arXiv:2111.09673.
Nurdilla, N., Arneliwati, & Elita, V. (2018). Play addiction relationship game online with adolescent sleep quality, Let's FKp. Vol. 5, no. 2, pp. 120-126
Puspitosari, W.A. & Ananta, L. (2009). The relationship between online game addiction and depression, Mutiara Medika, Vo. 9, No. 1, pp. 50-56
Putra, K.P., Sanubari, T.PE., & Manggena, T.F. (2017), The influence of gaming intensity on the cognitive level of mathematical logic intelligence aged 8-9 years, Setya Widya, flight. 33, no., 2. pp. 146-153
Rachman, F. (2021). Modernization of Islamic Education Management, Ircisod, Jogjakarta
Taylor, S. J., Bogdan, R., & DeVault, M. (2015). Introduction to qualitative research methods: A guidebook and resource. John Wiley & Sons.
Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., ... & Burgos, D. (2022). Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9(1), 1-31.
Yulianti, A., & Ekohariadi (2020). Utilization of educational game-based learning media using the Construct 2 application in basic computer and networking subjects, IT-EDU journal, volume 5 Number 1, pp. 527-534
DOI: https://doi.org/10.24853/pi.2.0.2024.21-40
Refbacks
- There are currently no refbacks.
Published by:
Postgraduate SchoolUniversitas Muhammadiyah Jakarta
Jl. KH. Ahmad Dahlan, Cirendeu, Ciputat
Tangerang Selatan, Banten
Indonesia