Proceedings of the 19th Annual International Conference on Islamic Studies, AICIS 2019, 1-4 October 2019, Jakarta, Indonesia

Research Article

Islamic Education for Early Age Children: An Effort to Overcome the Negative Impacts of Industrial Era 4.0

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  • @INPROCEEDINGS{10.4108/eai.1-10-2019.2291753,
        author={Y  Haryawati and C  Rakhmat},
        title={Islamic Education for Early Age Children: An Effort to Overcome the Negative Impacts of Industrial Era 4.0},
        proceedings={Proceedings of the 19th Annual International Conference on Islamic Studies, AICIS 2019, 1-4 October 2019, Jakarta, Indonesia},
        publisher={EAI},
        proceedings_a={AICIS},
        year={2020},
        month={2},
        keywords={islamic education early childhood industrial era},
        doi={10.4108/eai.1-10-2019.2291753}
    }
    
  • Y Haryawati
    C Rakhmat
    Year: 2020
    Islamic Education for Early Age Children: An Effort to Overcome the Negative Impacts of Industrial Era 4.0
    AICIS
    EAI
    DOI: 10.4108/eai.1-10-2019.2291753
Y Haryawati1,*, C Rakhmat2
  • 1: Sekolah Tinggi Agama Islam (STAI) Al-Musaddadiyah Garut
  • 2: Universitas Pendidikan Indonesia (UPI) Setiabudi, Bandung
*Contact email: yayah.haryawati@stai-musaddadiyah.ac.id

Abstract

In Islam, child education is critical to print children’s personality and morality. Children, as the future assets of the nation need to be exposed to a variety of experiences that will later be useful for their lives. Industrial era 4.0 or the so called the era of disruption is the social phenomenon in which activities that were initially carried out in the real world are now shifted into cyberspace. One of the impacts on early childhood is playing solitary games using gadgets, which its excessive use will likely result in the degradation of social, moral and religious values. In the next 2016 study, 94% stated that their children used to play games. Most 63% of children spend a maximum of 30 minutes playing a game once, while 15% of respondents state that children play games for 30 to 60 minutes, and the rest can interact with a game for more than an hour. This paper examines what actions do teachers and parents can do to overcome the adverse effects of playing gadgets in early childhood? This research uses the descriptive-analytical method with deductive and inductive techniques. Focusing on the types of ethnic games that exist in the Sundanese tatar, such as boy-boyan, This study found that tradional games may provide alternative solutions to deal with this game addict among the early age children.