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Pengaruh Pop Up Book Pakaian Adat Tradisonal Minangkabau terhadap Kemampuan Menyimak pada Anak Usia 5-6 Tahun di Taman Kanak- Kanak Aisyiyah 1 Bukittinggi
Arni, Arni;
Ismet, Syahrul
ARZUSIN Vol 3 No 5 (2023): OKTOBER
Publisher : Lembaga Yasin AlSys
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DOI: 10.58578/arzusin.v3i5.1896
This study aims to analyze the influence of pop up books on traditional Minangkabau clothing on the listening skills of children aged 5-6 years at the Aisyiyah Bukittinggi kindergarten. The research method that will be used in this research is Quasi Experiment. The population in this study was Aisyiyah 1 Bukittinggi Kindergarten. The sampling technique in this study used cluster sampling. Based on pre-test and post-test data, the average gain score for the experimental class was 17.67. Meanwhile, the average gain score for the control class was 12.73. Thus there is a significant difference between the control class and the experimental class. So it can be concluded that Ha is accepted and Ho is rejected. The research results show that the use of the Pop Up Book media experimental method, Minangkabau Traditional Clothing, has an effect on the listening skills of young children.
Pengaruh Animasi Upin dan Ipin terhadap Kemampuan Bercerita Anak Usia Dini
Pasaribu, Felisia Junisi;
Ismet, Syahrul
ARZUSIN Vol 4 No 5 (2024): OKTOBER
Publisher : Lembaga Yasin AlSys
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DOI: 10.58578/arzusin.v4i5.3588
This study aims to analyze the impact of Upin and Ipin animation on the storytelling ability of early childhood children who attend Yari International School Kindergarten in Padang City. The research conducted was a quantitative experiment. The study population consisted of students enrolled at Yari International School Kindergarten. Research sample was collected using purposive sampling. Data analysis compares two groups using uji-t. Research demonstrates that eksperimen classrooms gain 16.30 and control classrooms 13.70. Significant discrepancies exist between the two groups' employment of H₁ and Hₒ hypotheses. Thus, animasi upin and ipin affect kid storytelling early age.
Pengembangan Lagu Kreasi Tematik Berbasis Kognitif pada Perkembangan Anak Usia Dini di Taman Kanak-Kanak
Arinalhaq, Ririen;
Yeni, Indra;
Ismet, Syahrul;
Saridewi, Saridewi
Jurnal Aplikasi IPTEK Indonesia Vol 4, No 2 (2020)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/4.24365
This study aims are creating of a thematic creation song at early childhood for children’s cognitive development in kindergarten. There are two songs developed in accordance with the theme of animals sub theme land animals and theme plant sub theme wild plants. Type of the research is Research and Development (R and D) in accordance with the design forward by Plomp consitsts of three phases : prelimenary research, development/ prototyping phase and assassement phase. Assassement phase limited to levels One to One, so this research can provided information about the validity dan practicality of the product. Data on validity was obtain from music, media and subject matter axperts from Department of PG PAUD FIP Universitas Negeri Padang, and information about practicality taken from Teacher of Kindergarten. Data analysis techniques are combination of qualitative analysis and quantitative analysis, which qualitative analysis used at prelimenary research and development/prototyping phase, and quantitative analysis uses percentage statistics. The result of the study are (1) the validity of product is 87.79% in the category of very valid, and (2) The practicality of product is 83.75% in the category of very practical. Finaly as the conclussion of this study is: The Thematic Creation Song Based on Cognitive Development as the product of this study valid dan practical for Chilhood at kindergarten.
Pengaruh Media Animasi English Singsing dalam Pengenalan Kosakata Bahasa Inggris bagi Anak Usia Dini
Putri, Dwi Miranti;
Ismet, Syahrul
Asian Journal of Early Childhood and Elementary Education Vol 3 No 1 (2025): Asian Journal of Early Childhood and Elementary Education
Publisher : Darul Yasin Al Sys
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DOI: 10.58578/ajecee.v3i1.4478
The study aims to analyze the fact that the teacher only introduces english vocabulary only through by the singing method, which in reality only teach basic vocabulary definitions. The purpose of this study was to determine how influenced the english singsing animation media are at teaching english vocabulary of group B children at Taman Kanak-kanak Kartika 1-63 in Padang City. This kind of study uses a one-group pretest-posttest design model and is quantitative with a quasi-experimental design. Data analysis compares two groups using uji-t. Based on the sig value (2-tailed) it is 0.004<0.05. Thus, english singsing animation media affect kid english vocabulary early age.
Stimulasi Motorik Kasar Anak Usia 5-6 Tahun melalui Permainan Karet di Taman Kanak-kanak Thoyyibah Kota Sawahlunto
Susanti, Susanti;
Ismet, Syahrul
ARZUSIN Vol 5 No 1 (2025): FEBRUARI
Publisher : Lembaga Yasin AlSys
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DOI: 10.58578/arzusin.v5i1.4819
The development of gross motor skills is related to children's ability to move larger body parts, such as their hands and feet. Good gross motor skills in children also influence their self-confidence when interacting and socializing with their surroundings and peers. One effort to improve children's gross motor skills at Thoyyibah Kindergarten in Sawahlunto City is through rubber band games. This study is a Classroom Action Research (CAR) conducted on 10 children, consisting of 5 boys and 5 girls, in December 2024 and January 2025. The research refers to the model developed by Suharsimi Arikunto, which includes four main steps: planning, implementation, observation, and reflection. The study was conducted in two cycles, with Cycle I consisting of three meetings and Cycle II consisting of two meetings. Research data were collected through observation and documentation techniques. The data analysis technique used in this study is qualitative data analysis. The results of the study show an overall improvement in children's gross motor skills across all measured variables and indicators based on field observations.
Peningkatan Kemampuan Berhitung Melalui Media Magic Box
Desrianis;
Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH
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DOI: 10.32672/mister.v2i1b.3002
The background of the research is that children's ability to count is not yet optimal, saying the order of numbers 1-10, matching number symbols with the number of objects and knowing the concept of many and few. The research aims to improve the counting skills of young children through magic box media. The research was a classroom action carried out at the pos Paud Mentari kota Sawahlunto with a total of 8 children, consisting of 5 girls and 3 boys who were the subjects of this research. The methodology used in this classroom action research is descriptive qualitative methodology. The research uses the Kemmis Taggar cycle model which has 2 cycles, namely cycle I and cycle II, where each cycle consists of 4 stages, namely planning, implementation, observation and reflection. Research data was collected in three ways, observation and documentation. The data analysis technique uses percentages in each lesson. Based on the actions taken, the highest score of 82.5% was achieved in children's ability to count using magic box media. From the initial conditions it can be seen that the criteria for developing very well was 12.5%, and increased to 82.5% in cycle II for the criteria "developing very well".
Peningkatan Kemampuan Berhitung Melalui Permainan Wortel Pintar
Yullianti, Ria;
Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH
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DOI: 10.32672/mister.v2i1b.3008
This research aims to improve the numeracy skills of children aged 4-5 years at POS PAUD Ananda, Kota Sawahlunto through the educational game Carrot Pintar. The research method used is Classroom Action Research (PTK) which is carried out in two cycles, each consisting of planning, action, observation and reflection stages. The results of the research show that the Smart Carrot game is effective in improving numeracy skills, which can be seen from the increase in children's average success scores from initial conditions to cycle II. Thus, the Smart Carrot game can be used as an interesting and interactive alternative learning media to improve the numeracy skills of young children.
Peningkataan Motorik Halus Anak Usia Dini Melalui Kegiatan Melipat Kertas Origami
Febriyeni;
Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH
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DOI: 10.32672/mister.v2i1b.3009
This study was motivated by the low fine motor skills of children aged 3-4 years at PAUD Cahaya Ibu in Sawahlunto City. The children appeared to struggle with activities requiring small muscle coordination, such as folding paper, resulting in untidy outcomes and requiring significant assistance from teachers. This research employed Classroom Action Research (CAR) involving 10 children, consisting of 5 boys and 5 girls. The research procedure was conducted in 2 cycles, with each cycle comprising planning, action implementation, observation, and reflection stages. Data were collected through observation, interviews, and documentation techniques and then analyzed descriptively. The research results showed a significant improvement in children's fine motor skills, with 35% of children meeting the "competent" criteria in Cycle I, increasing to 80% in Cycle II. Folding paper origami proved effective in training hand-eye coordination and enhancing children's creativity and independence.
Peningkatan Kreativitas Anak Melalui Permainan Balok Roncean di PAUD Duta Ananda Kota Sawahlunto
Yetri;
Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH
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DOI: 10.32672/mister.v2i1b.3013
The results of field observations at PAUD Duta Ananda Kota Sawahlunto showed that children's creativity at PAUD Duta Ananda Kota Sawahlunto is still relatively incapable. This can be seen from the many children who always do all learning activities that always imitate what is exemplified by the teacher without any creative innovation produced by the children themselves. Some children prefer to play running around, some are more silent and do not want to participate in learning. This study aims to improve the development of children's creativity with Roncean block games at PAUD Duta Ananda Kota Sawahlunto. The type of research used is Classroom Action Research (CAR). The subjects in this study were children at PAUD Duta Ananda Kota Sawahlunto. The study was conducted in a class with 10 students. This study was carried out in several cycles consisting of four main stages: planning, implementing actions, observation, and reflection. Based on the research conducted, it was found that children's creativity increased through the roncean block game activities that had been carried out, which were assessed from the children's ability to express the creativity of the block ideas they formed according to their ideas in the fluency indicator, the results increased from 20% to 80%. Children's ability to move their hands quickly in arranging the roncean block game on the flexibility indicator increased from 20% to 80%. Children's ability to arrange blocks according to the desired shape imagination on the originality indicator increased from 10% to 70%. Children's ability to explain objects around them that have the same shape as the arrangement of blocks they arrange on the elaboration indicator increased from 10% to 70%.
Peningkatan Motorik Kasar Melalui Permainan Ucak Inovatif
Putri Ramadhani, Selmita;
Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH
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DOI: 10.32672/mister.v2i1b.3014
Learning was more focused on fine motor development, while gross motor learning received less attention and teaching methods related to gross motor skills in children were carried out monotonously which made children bored with the activity. This study aims to determine the improvement of children's gross motor skills through innovative ucak games at Taman Kanak-kanak Harapan Bunda Kecamatan Talawi Kota Sawahlunto. The type of research used was Classroom Action Research (CAR). The subjects in this study were children at Taman Kanak-kanak Harapan Bunda Kecamatan Talawi Kota Sawahlunto. The study was conducted in a class with 10 students. This study was carried out in several cycles consisting of four main stages: planning, implementing actions, observation, and reflection. Based on the results of the study, the results of innovative ucak games were able to improve children's gross motor skills as seen from the following assessments: Children's ability to pass through the game track by walking and tiptoeing has increased from the previous percentage of only 2% to 80%. The child's ability to jump according to the exemplified movements increased from 20% to 90%. The child's ability to maintain balance while jumping increased from 10% to 80%. The child's ability to throw objects according to the target box pattern in the game increased from 20% to 80%. The child's ability to move quickly and flexibly during the game increased from 10% to 80%.