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,
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.
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.
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.
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
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.
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
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
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
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.
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.