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IMPLEMENTATION OF THE PULL OUT LEARNING MODEL IN INCLUSIVE EDUCATION PROGRAMS TO OPTIMIZE THE DEVELOPMENT OF CHILDREN WITH SPECIAL NEEDS AT PELANGI ANAK NEGERI YOGYAKARTA ISLAMIC KINDERGARTEN Salpina, Salpina; Putri, Dwi Adhinda Junaidi
Early Childhood Research Journal (ECRJ) Vol.5, No.2, Desember 2022
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ecrj.v5i2.20528

Abstract

Inclusive education is a form of implementation of the law article 31 paragraph 1 concerning education, because the purpose of inclusive education is to give children with special needs the same educational rights as normal children. In the implementation of inclusive education, it certainly requires a learning model that can help optimize the development of children with special needs, bearing in mind that the learning process for children with special needs requires special assistance so that it requires different learning strategies and models. Therefore, this study describes the pull out learning model used in the learning process of inclusive education at the Pelangi Anak Negeri Yogyakarta Islamic Kindergarten. The purpose of this research is to find out: 1) The implementation of inclusive education, 2) The application of the pull out learning model, 3) The implementation of the pull out learning model in optimizing the abilities of children with special needs. Data collection techniques used are observation, interviews and documentation. The data analysis was carried out in 3 stages, namely data reduction, data presentation, and drawing conclusions. The results of this study state that the application of the pull out learning model can help optimize the ability of children with special needs to balance the abilities of normal children.
Developing Artistic Creativity In Early Childhood Through Ecoprint Activities With Punch/Tap Techniques Ramadhani, Suci; Abbas, Ziana; Salpina, Salpina; Pohan, Nurhikmah; Aminah, Aminah
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to explore the ecoprint technique using the hitting/knocking method to facilitate the development of children's artistic creativity. This qualitative in-depth investigation was carried out at Al Muna Kindergarten, Bireun, involving 15 children aged 4-6 years over a period of 8 weeks. Information gathering strategies included the involvement of researchers in activities, intensive dialogue with teachers and parents, and thorough examination of documentation of children's creations. The results showed a significant increase in all aspects of creativity, with the highest increase in elaboration (80%) and originality (78.95%). Ecoprint techniques have proven effective in stimulating multi-sensory experiences, encouraging exploration of natural materials, and increasing environmental awareness. These findings indicate that ecoprint not only develops artistic creativity, but also strengthens children's connections with nature, in line with the concept of eco-art education. This study highlights the potential for integrating ecoprint techniques in the PAUD curriculum as an innovative approach to developing creativity while increasing environmental awareness. Theoretical and practical implications are discussed, including the need for a redefinition of creativity in a more inclusive and diverse early childhood education context
Development Of 3D Digital-Based Teachinga Materials With Augmented Reality Technology In Improving Early Childhood Literacy Skills Salpina, Salpina; Maisura, Maisura; Junaidi Putri, Dwi Adhinda; M. Nur, Faizah
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i2.8335

Abstract

The urgency of this research is the need to improve the literacy skills of early childhood which are increasingly decreasing, because literacy is very important for children, namely as a means of developing language and communication. Furthermore, literacy allows children to access and understand knowledge from various sources. The development of children's literacy skills should develop along with the times, this encourages the use of technology as an open material to improve the literacy skills of early childhood. Teachers as educators play an important role in the technology-integrated learning process. Teachers must have competence in integrating technology in the learning process. Therefore, researchers provide a solution to all teachers by developing 3D Digital-based teaching materials with Augmented Reality (AR) technology. The aim of this research is to increase children's literacy interest. The method in this research uses a four-D plan, in this plan there are four stages, namely: (1). Defining stage, (2). Design Stage (3). Developing stage (4). Socialization stage. The research results obtained with technology will make learning more optimal and creative so that it can stimulate the development of power, creativity and language.
PROTOTYPE SISTEM KEAMANAN RUMAH PINTAR BERBASIS IOT Salpina, Salpina; Suppa, Rinto; Muhallim, Muhlis
Jurnal Informatika dan Teknik Elektro Terapan Vol 13, No 1 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i1.5782

Abstract

Penelitian ini bertujuan untuk merancang dan membangun prototipe sistem keamanan rumah pintar berbasis IoT menggunakan NodeMCU untuk mendeteksi dan merespons ancaman keamanan secara efektif. Sistem ini menawarkan berbagai manfaat, seperti peningkatan keamanan melalui deteksi ancaman yang akurat, notifikasi cepat terkait kejadian keamanan yang tidak diinginkan, peningkatan kesejahteraan penghuni rumah, serta kemampuan pemantauan real-time dari jarak jauh melalui aplikasi smartphone. Sistem keamanan rumah pintar yang dirancang telah berhasil diimplementasikan menggunakan metode prototype dan dapat dikontrol melalui aplikasi Blynk. Perangkat keras yang digunakan meliputi beberapa komponen penting seperti NodeMCU 8266 sebagai pusat pengendali, relay untuk mengatur arus listrik, RFID reader untuk mendeteksi kartu akses pintu, sensor gas MQ-2 untuk mendeteksi kebocoran gas, buzzer untuk memberikan peringatan suara, motor DC untuk menggerakkan pagar, solenoid sebagai pengunci pintu, serta laptop/PC yang digunakan untuk pemrograman dengan Arduino IDE, yang semuanya terhubung melalui kabel jumper dan kabel upload untuk memuat program ke NodeMCU.Keywords: Prototype, Keamanan Rumah Pintar, IoT, Blynk.
Pengembangan Media Animasi Interaktif Berbasis Kearifan Lokal Budaya Sumang di Gayo sebagai Upaya Penanaman Nilai Karakter pada Anak Usia Dini Salpina, Salpina; Adhinda Junaidi Putri, Dwi; Amna
Jurnal Pelita PAUD Vol 9 No 1 (2024): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v9i1.4292

Abstract

Sumang merupakan perpaduan budaya lokal dan ajaran Islam. Masyarakat Gayo menjadikan sumang sebagai aturan tata krama dan sopan santun. Namun dinamika kehidupan masyarakat Gayo mulai mengalami pergeseran yang disebabkan oleh kurangnya kepedulian generasi terhadap budaya leluhur dan kurangnya kepedulian orang tua/guru dalam mengebalkan budaya. Tujuan penelitian ini adalah untuk (1) menanamkan nilai-nilai karakter yang terkandung dalam budaya Sumang, (2) merancang media animasi interaktif berbasis kearifan lokal budaya Sumang di Gayo, (3) menganalisis perubahan karakter anak usia dini setelah pengenalan budaya Sumang menggunakan media animasi interaktif. Penelitian ini menggunakan metode Research and Development (R&D) dengan desain model 4D (Define, Design, Develop, Dessemination). Pengumpulan data menggunakan wawancara, observasi dan angket. Hasil penelitian menunjukkan bahwa media animasi interaktif berbasis budaya Sumang mendapat respon yang baik dari guru dan siswa serta menunjukkan adanya peningkatan skor karakter anak usia dini setelah menggunakan media animasi interaktif yaitu skor pretest sebesar 4,12 sedangkan pada posttest sebesar 9,4.
Development of 3D Digital-Based Teaching Materials with Augmented Reality Technology In Improving Early Childhood Literacy Skills Salpina, Salpina; Maisura, Maisura; Junaidi Putri, Dwi Adhinda; M. Nur, Faizah
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i2.8334

Abstract

The urgency of this research is the need to improve the literacy skills of early childhood which are increasingly decreasing, because literacy is very important for children, namely as a means of developing language and communication. Furthermore, literacy allows children to access and understand knowledge from various sources. The development of children's literacy skills should develop along with the times, this encourages the use of technology as an open material to improve the literacy skills of early childhood. Teachers as educators play an important role in the technology-integrated learning process. Teachers must have competence in integrating technology in the learning process. Therefore, researchers provide a solution to all teachers by developing 3D Digital-based teaching materials with Augmented Reality (AR) technology. The aim of this research is to increase children's literacy interest. The method in this research uses a four-D plan, in this plan there are four stages, namely: (1). Defining stage, (2). Design Stage (3). Developing stage (4). Socialization stage. The research results obtained with technology will make learning more optimal and creative so that it can stimulate the development of power, creativity and language.
Pengembangan Kurikulum Berbasis Life Skill di TK Ceria Demangan Yogyakarta Fitriyah, Qonita Faizatul; Salpina, Salpina; Paramitasari, Rts Desi
Tunas Siliwangi Vol 8 No 1 (2022): VOL 8 NO 1, APRIL 2022
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/ts.v8i1p25-32.2425

Abstract

Curriculum have an important role in education, to produce quality human resources. However, the application of curriculum in Indonesia is still minimal in terms of human resource quality, because it only emphasizes the academic field and emphasizes theory rather than practice. One of the things that indicates a person has a high level of quality is that has the abilty of life abilities. So it is legitimate if an educational institution wants to apply a life skill based curriculum such as Ceria Demangan Kindergarten Yogyakarta. Therefore this study aims to: 1) find out how the process of apllying life skill based curriculum in Kindergarten Ceria Demangan, 2) find out how the development of aspects of child development with the implementation of life skill based curriculum. The research method used is a qualitative descriptive method with data collection techniques using observation, interviews, and documentation techniques. The results of this study indcate that the implementation, planning and evaluation of life skill bassed curriculum cannot be separated from the cooperation of parents, teachers, principals, and studends. 
Pengembangan Media Animasi Interaktif Berbasis Kearifan Lokal Budaya Sumang di Gayo sebagai Upaya Penanaman Nilai Karakter pada Anak Usia Dini Salpina, Salpina; Adhinda Junaidi Putri, Dwi; Amna
Jurnal Pelita PAUD Vol 9 No 1 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v9i1.4292

Abstract

Sumang merupakan perpaduan budaya lokal dan ajaran Islam. Masyarakat Gayo menjadikan sumang sebagai aturan tata krama dan sopan santun. Namun dinamika kehidupan masyarakat Gayo mulai mengalami pergeseran yang disebabkan oleh kurangnya kepedulian generasi terhadap budaya leluhur dan kurangnya kepedulian orang tua/guru dalam mengebalkan budaya. Tujuan penelitian ini adalah untuk (1) menanamkan nilai-nilai karakter yang terkandung dalam budaya Sumang, (2) merancang media animasi interaktif berbasis kearifan lokal budaya Sumang di Gayo, (3) menganalisis perubahan karakter anak usia dini setelah pengenalan budaya Sumang menggunakan media animasi interaktif. Penelitian ini menggunakan metode Research and Development (R&D) dengan desain model 4D (Define, Design, Develop, Dessemination). Pengumpulan data menggunakan wawancara, observasi dan angket. Hasil penelitian menunjukkan bahwa media animasi interaktif berbasis budaya Sumang mendapat respon yang baik dari guru dan siswa serta menunjukkan adanya peningkatan skor karakter anak usia dini setelah menggunakan media animasi interaktif yaitu skor pretest sebesar 4,12 sedangkan pada posttest sebesar 9,4.
Pengembangan Media Animasi Interaktif Berbasis Kearifan Lokal Budaya Sumang di Gayo sebagai Upaya Penanaman Nilai Karakter pada Anak Usia Dini Salpina, Salpina; Adhinda Junaidi Putri, Dwi; Amna
Jurnal Pelita PAUD Vol 9 No 1 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v9i1.4292

Abstract

Sumang merupakan perpaduan budaya lokal dan ajaran Islam. Masyarakat Gayo menjadikan sumang sebagai aturan tata krama dan sopan santun. Namun dinamika kehidupan masyarakat Gayo mulai mengalami pergeseran yang disebabkan oleh kurangnya kepedulian generasi terhadap budaya leluhur dan kurangnya kepedulian orang tua/guru dalam mengebalkan budaya. Tujuan penelitian ini adalah untuk (1) menanamkan nilai-nilai karakter yang terkandung dalam budaya Sumang, (2) merancang media animasi interaktif berbasis kearifan lokal budaya Sumang di Gayo, (3) menganalisis perubahan karakter anak usia dini setelah pengenalan budaya Sumang menggunakan media animasi interaktif. Penelitian ini menggunakan metode Research and Development (R&D) dengan desain model 4D (Define, Design, Develop, Dessemination). Pengumpulan data menggunakan wawancara, observasi dan angket. Hasil penelitian menunjukkan bahwa media animasi interaktif berbasis budaya Sumang mendapat respon yang baik dari guru dan siswa serta menunjukkan adanya peningkatan skor karakter anak usia dini setelah menggunakan media animasi interaktif yaitu skor pretest sebesar 4,12 sedangkan pada posttest sebesar 9,4.
IMPLEMENTATION OF THE PULL OUT LEARNING MODEL IN INCLUSIVE EDUCATION PROGRAMS TO OPTIMIZE THE DEVELOPMENT OF CHILDREN WITH SPECIAL NEEDS AT PELANGI ANAK NEGERI YOGYAKARTA ISLAMIC KINDERGARTEN Salpina, Salpina; Putri, Dwi Adhinda Junaidi
Early Childhood Research Journal (ECRJ) Vol.5, No.2, Desember 2022
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ecrj.v5i2.20528

Abstract

Inclusive education is a form of implementation of the law article 31 paragraph 1 concerning education, because the purpose of inclusive education is to give children with special needs the same educational rights as normal children. In the implementation of inclusive education, it certainly requires a learning model that can help optimize the development of children with special needs, bearing in mind that the learning process for children with special needs requires special assistance so that it requires different learning strategies and models. Therefore, this study describes the pull out learning model used in the learning process of inclusive education at the Pelangi Anak Negeri Yogyakarta Islamic Kindergarten. The purpose of this research is to find out: 1) The implementation of inclusive education, 2) The application of the pull out learning model, 3) The implementation of the pull out learning model in optimizing the abilities of children with special needs. Data collection techniques used are observation, interviews and documentation. The data analysis was carried out in 3 stages, namely data reduction, data presentation, and drawing conclusions. The results of this study state that the application of the pull out learning model can help optimize the ability of children with special needs to balance the abilities of normal children.