Stategi pendeteksian bakat dan minat anak usia dini DOI Open Access

Sitti Fatimah Sangkala Sirate,

Nur Qalbi,

Naomi Patiung

и другие.

Deleted Journal, Год журнала: 2023, Номер 3(1), С. 29 - 39

Опубликована: Фев. 1, 2023

Setiap orang dilahirkan dengan keunikan yang luar biasa. Keunikan ini membawa dampak pada keragaman kemampuan, karakteristik, dan kehebatan biasa sesuai bakat talenta. Pendeteksian talenta anak sejak dini memiliki urgensi tersendiri untuk mengungkap tersembunyi dalam diri setiap anak. itu terlihat dari kecerdasan dimiliki mencakup verbal-linguistik, logis-matematis, visual-spasial, kinestetik-jasmani, musik-berirama, interpersonal, intrapersonal, naturalistik, eksistensial. dapat dikenali melihat kecenderungan karakteristiknya. Setelah teridentifikasi, maka perlu dikembangkan memerhatikan strategi pengembangan agar terarah bakat, talenta,

Pemanfaatan Wayang Punokawan dalam Menstimulasi Multiple Intelegences Anak Usia Dini DOI Creative Commons

Amini Amini,

Joko Pamungkas,

Anastasia Arum

и другие.

Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini, Год журнала: 2023, Номер 7(1), С. 796 - 816

Опубликована: Фев. 9, 2023

Kecerdasan majemuk atau multiple intelegences itu penting tapi belum banyak dikembangkan pada anak usia dini. Penelitian ini bertujuan untuk mendeskripsikan dan menganalisis pemanfaatan wayang Punokawan dalam menstimulasi di TK Negeri 6 Yogyakarta. Subyek penelitian adalah 2 guru 34 kelompok B. Metode yang digunakan metode diskriptif kualitatif. Teknik pengumpulan data menggunakan wawancara, observasi, dokumentasi. Instrumen dengan pedoman lembar dokumentasi kegiatan. analisis menurut Miles and Huberman yaitu reduction, display conclusion drawing/verification. Hasil menunjukkan bahwa dapat Wayang melalui pembelajaran seni rupa, tari musik.

Процитировано

4

The need for electronic games to support student involvement and concentration in learning DOI Creative Commons
Zakirman Zakirman,

Widiasih Widiasih,

Rika Aprianti

и другие.

JURNAL PIJAR MIPA, Год журнала: 2023, Номер 18(4), С. 592 - 600

Опубликована: Июль 31, 2023

The urgency of the potential use electronic games in learning is line with increasingly advanced technology and as an effort to increase student engagement concentration. Student involvement concentration key so students can have a experience. One alternative solution development support learning. game developed this study uses Unity software. This type research descriptive qualitative aims describe need for Data collection techniques using questionnaires. questionnaire was made G-Form containing 7 question items form checklists or descriptions each item answer column according respondent's opinion. distributed online respondents who were teachers lecturers from various educational units city Padang. Based on study's results, are needed attention activities. Games make fun varied stimulate students' interest Students high will show do something diligently long time, be easier concentrate, remember, not quickly bored what being learned.

Язык: Английский

Процитировано

2

Pengembangan Model Buku Cerita Sejarah Pulau Cingkuak Untuk Meningkatkan Literasi Anak Usia Dini Di Tk Pembina 02 Painan DOI Open Access

Syahreni Yenti,

Delfi Eliza

JPI (Jurnal Pendidikan Indonesia), Год журнала: 2024, Номер 13(2), С. 359 - 366

Опубликована: Июль 31, 2024

One of the media used in early childhood education storybooks. After observations with teacher Pembina Painan Kindergarten, it was found that there no story book raised history Cingkuak island. The research aims to develop a storybook History Research is development (Research and Development (R & D) ADDIE method. subjects this study were historians, layout experts linguists, teachers Kindergarten students group B 02 Kindergarten. collection data form historical validity instruments, layouts, languages practicality test instruments effectiveness instruments. analyzed quantitative qualitative descriptive analysis techniques. results showed validation obtained score 91.7% very valid category, expert 95.6% qualifications, language 90.9% category. 61.13% can be declared practical, while conducted different classes an average assessment percentage 80% practical. It concluded island suitable for use learning kindergarten.

Язык: Английский

Процитировано

0

Word Guessing Game Learning Media Norm Material Improves Student Learning Outcomes DOI Open Access

Maryami Balqis Ardani,

Susilo Tri Widodo

Journal of Education Research and Evaluation, Год журнала: 2024, Номер 8(4), С. 654 - 663

Опубликована: Ноя. 25, 2024

The media used is less effective in learning activities and influences outcomes. Based on this, this research aims to develop a platform, Word Guessing Game Learning Media, which can improve the outcomes of fifth-grade elementary school students. This development research. model ADDIE. subject involved 1 (one) content/material expert expert. test subjects for were divided into 2 groups: small group 6 students large 26 methods collect data are observation, interviews, questionnaires, tests. Data collection instruments questionnaire sheets techniques analyze qualitative quantitative descriptive analysis, N-gain effectiveness media. results show that product quality included very appropriate criteria, with score obtained from experts 88.5 material 92.5. developed meets practical criteria by obtaining an average student response percentage 100%. being quite decent, post-test 85 completion It was concluded could

Язык: Английский

Процитировано

0

Efektivitas Penggunaan Game Sipak Batu Berbasis Digital Terhadap Pengenalan Sejarah Pada Anak Usia Dini 5-6 Tahun DOI Creative Commons

Adi Priyanto,

Vivi Anggraini,

Tia Novela

и другие.

Jurnal Pelita PAUD, Год журнала: 2024, Номер 8(2), С. 580 - 585

Опубликована: Июнь 30, 2024

Mengenalkan sejarah kepada anak sejak dini merupakan salah satu cara menumbuhkan nilai-nilai budaya yang baik pada anak. Memperkenalkan dengan syarat kegiatan ini harus dilakukan menyenangkan sekaligus memberikan stimulasi untuk perkembangan Penelitian bertujuan melihat seberapa efektifkah game sipak batu terhadap kecedasan usia dini. di kota Padang, Sumatera Barat. Uji keefektifan tradisional Permainan Sipak Batu menggunakan uji t berpasangan. Responden dalam penelitian berjumlah lima belas TK Amalan . efektivitas metode eksperimen one-group pretest-posttest. sebanyak 15 orang Hasil analisis data terdapat peningkatan rata-rata sebelum diberikan perlakuan yaitu 34,73 setelah 40,40. Dari perhitungan hitung adalah -10,159 probabilitas/tingkat signifikansi 0,000 (p value < 0,05) bearti H0 ditolak karena perubahan signifikan antara (pretest) menggunkan (posttest). Jadi dapat disimpulkan bahwa Minangkabau berbasis android efektif digunakan pengenalan 5-6 tahun.

Процитировано

0

Pekendo Mystery Box Media to Improve Fourth Grade Science and Social Learning Outcomes for Elementary School Students DOI Open Access

Kunti Farha Alina,

Moh. Fathurrahman

Jurnal Penelitian dan Pengembangan Pendidikan, Год журнала: 2024, Номер 8(3), С. 528 - 537

Опубликована: Окт. 31, 2024

The lack of science learning media causes students to find it challenging learn. This has an impact on low outcomes. research aims develop the Mistery Box Pekendo for fourth-grade elementary school material about Spread Kingdoms in Indonesia. type is Research and Development (R&D) using Borg Gall development model. product's feasibility tested by expert validators, experts, users (teachers). subjects were 20 grade IV SDN students. Data collection methods interviews, observation, tests, questionnaires documentation. instruments use test questions. techniques used analyze data are qualitative descriptive analysis quantitative inferential statistics. results that assessment from experts 95% (very feasible), 83% feasible). t-test show differences student outcomes after applying mystery box pekendo material. N-Gain increase moderate. It was concluded suitable effective improving implication this developed helps

Язык: Английский

Процитировано

0

The Effect of Emotion Change Puzzle Media on Visual-Spatial Intelligence for Early Childhood Education DOI Open Access

Arini Mubaroroh,

Nur Hidayah,

Pramono Pramono

и другие.

Golden Age Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini, Год журнала: 2023, Номер 7(4), С. 159 - 168

Опубликована: Янв. 1, 2023

Purpose – This study aims to determine the effect of emotion change puzzle media on visual-spatial intelligence in children aged 5-6 years at TK ABA 39 Malang City.Design/methods/approach The method used this is an experimental using a pre-experimental design by choosing Intact-Group Comparison design. research subjects totaled 30 who were City. Analysis normality test, homogeneity and hypothesis test.Findings results data analysis, validity test obtained. obtained tcount 0.053 ≥ from ttable -0.601 which means there increase years. standard value post-test higher than results, namely pre-test 7.12, control 7.38, 10.79, 10.26.Research implications/limitations concluded that has significant influence City.Practical implications show children’s learning can be done watching animated videos telling stories about various kinds expressions.Originality/value highlight alternative tools improve intelligence.Paper type: Research paper

Язык: Английский

Процитировано

1

The Effect of Guessing Picture Application on the Students’ Vocabulary Mastery of 7th Graders at SMPN 1 Plosoklaten DOI Creative Commons

Umi Fatkurohmah,

Ima Fitriyah, Renita Donasari

и другие.

JALL (Journal of Applied Linguistics and Literacy), Год журнала: 2023, Номер 7(2), С. 280 - 280

Опубликована: Сен. 21, 2023

Vocabulary is important in English because it the main capital for learning various skills a language. Therefore, teaching techniques are needed to teach vocabulary appropriately. Teaching can be done easily through descriptive text students will produce lot of describe something. Moreover, interesting and creative media uses technology help text, namely Guessing Picture Application. The purpose this study find out effect Application students' mastery 7th graders at SMPN 1 Plosoklaten. This research used quantitative approach method by using quasi-experimental design, experimental class Game control class. data collection three steps, pre-test, treatments, post-test. Then, researcher found result students’ achievement after they were taught or (Guessing without Application). ANCOVA SPSS analyze data. results showed that significance was 0.014. It less than 0.05 (0.014 < 0.05). means significant difference between who Game. could concluded effectively since student memorize better Game, especially seventh-grade

Язык: Английский

Процитировано

1

Media Busy Book Untuk Menstimulasi Kemampuan Spasial Anak usia 5-6 Tahun Di Gugus V Kecamatan Buleleng DOI Open Access

N. Kamala,

Putu Aditya Antara,

Made Vina Arie Paramita

и другие.

Jurnal Pendidikan Anak Usia Dini Undiksha, Год журнала: 2023, Номер 11(2), С. 229 - 237

Опубликована: Авг. 20, 2023

Penelitian pengembangan ini oleh dilatarbelakangi penggunaan media dan model pembelajaran di TK yang belum optimal serta kurangnya digunakan untuk mengaplikasikan pembelajaran. Tujuan penelitian yaitu: (1) menghasilkan prototype busy book, (2) menguji kelayakan (3) kepraktisan book. menggunakan ADDIE, tersusun atas lima tahapan, analyze, design, development, (4) implementation, (5) evaluation. Subjek adalah 2 orang ahli 3 guru. Objek book pada spasial. Metode pengumpulan data yaitu kuesioner. Instrumen mengumpulkan lembar rating scale. Hasil menunjukan bahwa: skor rata-rata sebesar 4,34 isi muatan 4,56 dengan klasifikasi keduanya sangat baik, guru 4, 29. Bentuk sebuah meningkatkan kemampuan spasial anak usia 5-6 tahun Gugus V Kecamatan Buleleng. Media dapat menstimulasi sudah teruji validitas baik sehingga tepat layak digunakan.

Процитировано

1

STUDI ANALITIS MODEL PEMBELAJARAN PAI ABAD 21 BERBASIS MULTIPLE INTELLIGENCES DOI Open Access

Khafifatul Fian Khafifatulfian,

M. Misbah

Al-Ikhtibar Jurnal Ilmu Pendidikan, Год журнала: 2023, Номер 10(1), С. 48 - 67

Опубликована: Июнь 27, 2023

Sulitnya peserta didik dalam memahami materi yang diajarkan pendidik, salah satunya karena ketidaktepatan pendidik menerapkan model pembelajaran. Terlebih pada abad 21, dituntut untuk memanfaatkan teknologi kegiatan Tujuan penelitian ini menganalisis pembelajaran 21 yaitu quantum, kooperatif, dan diferensiasi dengan berbasis kepada multiple intelligences mata pelajaran pendidikan agama Islam. Jenis digunakan library research melalui teknik pengumpulan data penelusuran sumber-sumber baik dari artikel, buku atau sumber lain relevan topik pembahasan. Setelah dikumpulkan, selanjutnya diseleksi, dianalisis berdasarkan isi konten, kemudian penarikan kesimpulan. Hasil menunjukkan tersebut dapat meningkatkan keterampilan khususnya peningkatan kemampuan intelektual personal (intrapersonal) PAI. Kedua merupakan bagian 6 (enam) kecerdasan majemuk (multiple intelligences). Dengan demikian, mempertimbangkan mengimplementasikan tersebut.

Процитировано

1