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PEMBELAJARAN BATIK DARI WORTEL SEBAGAI ALTERNATIF TEKNIK MEMBATIK SEDERHANA ANAK USIA DINI DI TAMAN KANAK-KANAK Ningsih, Sri Yunimar; Mayar, Farida
Jurnal Pendidikan Tambusai Vol. 3 No. 3 (2019): December 2019
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (544.119 KB) | DOI: 10.31004/jptam.v3i6.370

Abstract

Abstrak Tujuan penelitian ini adalah untuk mendeskripsikan atau menggambarkan bagaimana pembelajaran membuat batik dari wortel untuk anak usia dini di Taman Kanak-kanak. Metode penelitian ini menggunakan metode deskriptif. Subjek penelitian ini adalah anak usia 5-6 Tahun Di TK Sabbihisma 7 Kota Padang sebanyak 12 anak. Batik dari wortel adalah teknik membatik dengan menggunakan media wortel untuk menghasilkan motif (Pengganti canting). Dari hasil penelitian yang didapat menunjukkan bahwa sabagian anak usia 5-6 Tahun di Taman Kanak-kanak dapat membuat batik dari wortel. Hal ini dapat dilihat dari hasil karya yang di buat oleh anak-anak TK Sabbihisma 7. Hasil karya anak yang mendapat kriteria baik 62%, kriteria cukup 24%, dan kriteria Kurang 14%.
PENGEMBANGAN E-MODUL BERBASIS RESEARCH BASED LEARNING BERBANTUKAN 3D PAGE FLIP PRO PADA PELAJARAN IPAS UNTUK MENDUKUNG MERDEKA BELAJAR DI KELAS IV SEKOLAH DASAR Ningsih, Sri Yunimar; Estuhono, Estuhono; Turrohmah, Jamila
Jurnal Tunas Pendidikan Vol. 6 No. 1 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v6i1.1235

Abstract

ABSTRACK Jamila.Turrohmah, 2023. Development of research based learning (RBL) e-modules with the help of 3d page flip pro in science lessons to support independent learning for grade IV elementary schools. Dharmasraya : Elementary School Teacher Education Study Program. Dharmas University Indonesia. This research is based on the low learning enthusiasm of students due to the lack of teaching materials used in schools. The teaching materials that have been developed are e-modules based on research based learning models that reflect 3d page flip pro aplications in grade iv elementary school science lessons. This type of development research uses the ADDIE model which consist of the design analysis, desgin, development, implementation, and evaluation stages. The analysis phase includes needs analysis. The design stage is the design of the e-module and the validity sheet. The development stage, namely product development to the validator. The evaluation stage is to improve all suggestions from validators and practitioners for product feasibility. The results of the e-module validation research conducted by three experts obtained an average value of 92% by category “highly valid”. The results of the practicality value obtained from educators and students have an average value of 91,2% in the “ very practical”category. The results of the effectiveness value in the value in the form of questions filled out by students obtained a value of 91,70% in the “very effective” category. This study produced an e-module with very effective, very practical, and veru effective criteria. Keywords : Natural Science and Social Science, Research Based Learning, 3D Page Flip Pro.
Pengaruh Metode Problem Solving terhadap Hasil Belajar Ppkn pada Siswa Kelas IV Sekolah Dasar Aprimadedi, Aprimadedi; Ningsih, Sri Yunimar; Muyassaroh, Endah
Jurnal Basicedu Vol. 8 No. 4 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i4.8592

Abstract

Penelitian ini dilatar belakangi Oleh rendahnya  hasil belajar  PPKN siswa. Upaya untuk mengatasi permasalahan tersebut diperlukan metode Problem Solving  pada muatan  pembelajaran  PPKN. Penelitian ini bertujuan untuk mengetahui apakah  metode Problem Solving  berpengaruh terhadap ketercapaian hasil belajar siswa pada meteri mengenal Pancasila. Penelitian ini menggunakan pre eksperimental tipe one group pretest,posttest. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Negeri 07 Sitiung. Sampel dalam penelitian ini diambil dengan menggunakan sampling sistematis. Teknik pengumpulan data diambil dengan memberikan Pretest dan posttest berupa soal pilihan ganda yang berjumlah 20 butir soal. Hasil uraian uji t menunjukkan bahwa taraf signifikasinya adalah   0,000<0,05  maka dapat disimpulkan bahwa H0 ditolak dan Ha diterima. Hal ini juga  dapat  dilihat  pada rata pretest dan posttest yaitu terdapat selisih sebesar  76,344 yang artinya terdapat pengaruh metode Problem Solving   terhadap hasil belajar  PPKN  siswa kelas IV SD Negeri 07 Sitiung, Kabupaten Dharmasraya. Sehingga dapat disimpulkan bahwa metode Problem Solving   terhadap hasil belajar PPKN  siswa kelas IV SD Negeri 07 Sitiung
KONSEP KOMPETENSI PEDAGOGIK DALAM PENINGKATAN PROFESIONALISME GURU PAUD Ningsih, Sri Yunimar; Nurhafizah, Nurhafizah
Jurnal Pendidikan Tambusai Vol. 3 No. 1 (2019): April 2019
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v3i2.270

Abstract

Salah satu aspek kompetensi yang harus dimiliki oleh guru adalah kompetensi pedagogik. Kompetensi pedagogik ini merupakan kemampuan guru dalam mengelola pembelajaran dan peserta didik. Secara komprehensif kompetensi pedagogik yang meliputi pemahaman terhadap peserta didik, perancangan pembelajaran termasuk pemahaman terhadap landasan-landasan pendidikan yang penting dalam pembelajaran, pelaksanaan pembelajaran, evaluasi hasil belajar dan pengembangan peserta didik untuk mengaktualisasikan berbagai potensi yang dimilikinya. Sehingga kompetensi ini sangat perlu dikuasai oleh setiap pendidik PAUD. Kompetensi pedagogik, pemahaman dan penerapan kesemua elemen-elemen kompetensi pedagogik berdampak bagi peningkatan pengelolaan pembelajaran. Kesemua elemen-elemen kompetensi pedagogik tersebut merupakan kesatuan bagi pembentukan mutu atau kualitas dan peningkatan profesionalisme guru PAUD
Pengaruh Metode Problem Solving terhadap Hasil Belajar Ppkn pada Siswa Kelas IV Sekolah Dasar Aprimadedi, Aprimadedi; Ningsih, Sri Yunimar; Muyassaroh, Endah
Jurnal Basicedu Vol. 8 No. 4 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i4.8592

Abstract

Penelitian ini dilatar belakangi Oleh rendahnya  hasil belajar  PPKN siswa. Upaya untuk mengatasi permasalahan tersebut diperlukan metode Problem Solving  pada muatan  pembelajaran  PPKN. Penelitian ini bertujuan untuk mengetahui apakah  metode Problem Solving  berpengaruh terhadap ketercapaian hasil belajar siswa pada meteri mengenal Pancasila. Penelitian ini menggunakan pre eksperimental tipe one group pretest,posttest. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Negeri 07 Sitiung. Sampel dalam penelitian ini diambil dengan menggunakan sampling sistematis. Teknik pengumpulan data diambil dengan memberikan Pretest dan posttest berupa soal pilihan ganda yang berjumlah 20 butir soal. Hasil uraian uji t menunjukkan bahwa taraf signifikasinya adalah   0,000<0,05  maka dapat disimpulkan bahwa H0 ditolak dan Ha diterima. Hal ini juga  dapat  dilihat  pada rata pretest dan posttest yaitu terdapat selisih sebesar  76,344 yang artinya terdapat pengaruh metode Problem Solving   terhadap hasil belajar  PPKN  siswa kelas IV SD Negeri 07 Sitiung, Kabupaten Dharmasraya. Sehingga dapat disimpulkan bahwa metode Problem Solving   terhadap hasil belajar PPKN  siswa kelas IV SD Negeri 07 Sitiung
Pengembangan Media Video Animasi Materi Pengukuran Pada Pembelajaran Matematika Untuk Kelas II Sekolah Dasar Ningsih, Sri Yunimar; Anggrayni, M; Sita, Elma
Jurnal Ilmiah Dikdaya Vol 14, No 2 (2024): September 2024
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v14i2.696

Abstract

This research was motivated by students' lack of understanding in participating in learning activities, especially in learning mathematics. This research aims to produce animated video media for measurement material in mathematics learning for class II elementary schools that is valid and practical. The type of research used is R&D (Research and Development), or development research, using the ADDIE model, (Analyze, Design, Development, Implementation, Evaluation). It has 5 stages including: first analysis (analysis of needs, characteristics of students and materials), second design (preparation of animated videos). Third development (animation video validation test). Fourth, implementation (practicality test), and finally evaluation (feasibility test of animated video products). This development research obtained results from validation tests by four expert validators with an average score of 81.25% in the very valid category, the practicality test was carried out by the class II teacher with an average score of 100% in the very practical category. The test results seen from the student response questionnaire obtained an average score of 91.56% in the very practical category. Based on the results obtained, it can be concluded that the animated video media measuring material in mathematics learning for class II elementary schools is very valid and practical. Based on the results of the validity and practicality related to products made regarding animated video media, it can be said that the media created is very suitable and suitable for use in elementary schools. Therefore, the product created is said to be valid, practical and effective for use in the learning process in elementary schools.
Pengembangan Video Gerakan Tari Kreasi Dolanan Untuk Mengenalkan Budaya Pada Anak Usia Dini Di TK Negeri 02 Tiumang Khairunnisa, Pradita; Saputra, Agus; Ningsih, Sri Yunimar
Jurnal Ilmiah Dikdaya Vol 15, No 1 (2025): April
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v15i1.717

Abstract

Menurut Shomiyatun (2019) dengan mengenalkan budaya tradisional, anak diharapkan dapat belajar tentang budaya sekitar, mengembangkan rasa cinta dan hormat, serta mampu mewariskan budaya tersebut kepada generasi mendatang. Perkembangan budaya zaman ini harus menyesuaikan diri dengan perkembangan zaman yang semakin maju. Oleh karena itu budaya inovatif, kreatif, dan edukatif perlu dikenalkan sejak dini agar anak tertarik untuk belajar tentang budaya. Kebudayaan tradisional yang bersangkutan bersumber dari adat istiadat masyarakat setempat. Salah satunya adalah tari. Menurut Mulyani, tari anak usia dini adalah suatu proses dalam mendidik anak agar mampu mengontrol dan menginterprestasikan gerak tubuh, memanipulasi benda-benda dan menumbuhkan harmoni antara tubuh dan pikiran. Sejalan dengan Yetti utami menjelaskan bahwa tari anak usia dini adalah kegiatan yang menekankan pada gerak motorik halus maupun motorik kasar yang dapat mengembangkan kecerdasan anak (Utami, 2019:88). Tari kreasi dolanan adalah tarian kreasi tradisional asli Jawa Tengah yang biasanya dikenal sebagai tarian permainan dan merupakan tarian yang sudah berkembang dari pola-pola tari yang sudah ada sebelumnya dan merupakan tarian garapan baru yang mempunyai kebebasan dalam mengungkapkan gerak (Falciano et al., 2022; Shing, 2013). Tari kreasi dolanan menjadi salah satu kegiatan untuk mengenalkan nilai-nilai budi pekerti pada anak. Musik atau lagu pada tari kreasi dolanan ini menggunakan salah satu tembang dolanan yang diciptakan oleh salah satu tokoh wali songo, yaitu sunan Giri yang berjudul padang bulan. Penelitian pengembangan ini menggunakan model pengembangan 4D yang terdiri dari beberapa tahap. Model pengembangan ini adalah model pengembangan yang menggunakan 4 tahapan yaitu Define (pendefinisian), Design (perencanaan), Development (pengembangan), Disseminate (penyebaran). Penelitian pengembangan merupakan penelitian yang menghasilkan atau memodifikasi produk yang dapat dipakai untuk memecahkan masalah yang ada di dalam pendidikan anak usia dini. Penelitian ini menghasilkan suatu produk berupa gerakan tari kreasi dolanan untuk mengenalkan budaya pada anak usia dini. Produk ini disebarkan kepada anak dan juga disebarkan melalui youtube dalam bentuk video dan juga dalam bentuk buku panduan gerakan tarinya guna dalam proses mengenalkan budaya pada anak. Berdasarkan pada hasil penelitian yang telah saya lakukan, maka pengembangan video gerakan tari kreasi dolanan untuk mengenalkan budaya pada anak usia dini dapat dilakukan dengan cara mengembangkan tari kreasi dolanan yang dikemas secara khusus untuk anak usia dini yang mana pada pengembangan tari kreasi dolanan ini akan lebih dispesifikkan pada pembelajaran gerakan-gerakan tangan dan gerakan-gerakan kaki dengan tujuan agar dapat membantu meningkatkan motorik pada anak.
Pengembangan Media Video Interaktif pada Kemampuan Bahasa Anak Usia Dini TK IB 71 Sialang Gaun Oqtika, Yulia; Salahudin, Amar; Ningsih, Sri Yunimar
Jurnal Ilmiah Dikdaya Vol 15, No 1 (2025): April
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v15i1.718

Abstract

Education is defined as a process related to human potential (ability, capacity) that is easily influenced by habits, which are then perfected with good habits, through media that are arranged and managed in such a way by humans to help others or themselves in achieving the goals set. In Indonesia itself, a 12-year compulsory education program has been implemented, starting with Kindergarten (TK), Elementary School (SD), Junior High School (SMP), and Senior High School (SMA). This shows that the early education taken by a person will be the basis for the emergence of positive social attitudes and growth regarding a knowledge competency.      Character building and the formation of social attitudes that are easy to do when the child is still in Kindergarten The childhood growth period is the "Golden Age", the Golden Age is the age of children when they are zero to six years old, this age is at the best development for the child's physical and brain. Early Childhood Education is an effort to foster children from birth to the age of six years carried out through the provision of educational stimulation to help physical and spiritual growth and development so that children are ready to enter further education. Education has a very important meaning or significance in preparing children to build their future.     Early Childhood Education is a form of education that focuses on the direction of growth and six developments, namely: moral and religious development, physical development, namely gross and fine motor coordination, intelligence or cognitive, namely thinking power and creativity, social emotional, namely attitudes and emotions, language and communication, in accordance with the uniqueness and stages of development based on the age group that has been passed by the child.  Becoming a teacher for early childhood in presenting information to early childhood must use media so that what is to be conveyed to children is easy for children to understand and it is hoped that there will be behavioral development in the form of abilities, attitudes and skills. In modern times as we feel now, the existence and role of information technology in the education system has ushered in a new era of development in the world of education, but this development has not been balanced by an increase in human resources which can later determine the success of the goals of the Indonesian education world. New technologies often gather a lot of excitement and impact. Early childhood feels happy and interested when learning if the learning media uses a computer/laptop, children will prefer learning that is made and equipped with animations, images, music and videos.
The Development of Word Card Media to Improve Beginning Reading Proficiency among Grade 2 Students at SDN 07 Koto Baru Khairita, Martiya Nurni; Ningsih, Sri Yunimar; Julita, Pretty Pahnia
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.883

Abstract

This research is motivated by the fact that many second-grade elementary school students are still unable to read. The researcher’s effort to address this issue was to develop a learning medium in the form of word cards, aimed at increasing students’ interest in reading, particularly in the Indonesian language subject, on the topic of types of occupations, using attractive images. This study employs a research and development (R&D) methodology. The development model used is the Four-D (4D) model, which includes: Define, Design, Development, and Dissemination. In the Define stage, needs analysis, material analysis, learner characteristics analysis, and curriculum analysis were conducted. In the Design stage, instructional module and word card media designs were developed. In the Development stage, validation tests, practicality tests, and effectiveness tests were carried out. In the Dissemination stage, the developed Indonesian language word card media was distributed, limited to SDN 07 Koto Baru. The research and development process resulted in a word card learning medium for second-grade students at SDN 07 Koto Baru. The media was validated by three validators, and the average validation score of the word card media reached 89%, categorized as very valid. In terms of practicality, responses from teachers and students showed an average score of 93.82%, categorized as very practical. The effectiveness test, conducted with 21 students who used the developed word card media during learning, showed an average score of 77.99%, indicating the media is effective. It can thus be concluded that the word card media is engaging, suitable for use in the learning process, and has potential for further development.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBANTU APLIKASI CANVA PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS IV SDN 14 PULAU PUNJUNG Amin, Alhafizin Amin; Ningsih, Sri Yunimar; Darniyanti, Yulia
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3323

Abstract

This research was motivated by schools that had not used interactive media that could attract students' attention. The same thing was also found when conducting PLP, several problems were found, namely that teachers only used lecture and discussion learning methods and still had not used more interesting media which resulted in less than optimal student understanding and students feeling bored. Therefore, researchers are interested in developing Animated Video learning media. The type of research is development research, namely using the ADDIE development model consisting of the analysis stage, the analysis stage includes material analysis, analysis of student needs and student characteristics. The planning stage (design) the planning stage is the design of the animated video learning media, namely the instrument design and framework design. The development stage (develop) the development stage is a validation test. The implementation stage (implementation) the implementation stage is carried out for practicality and effectiveness. The evaluation stage (evaluation) is carried out at each stage starting from analysis, design, develop and implementation.The results of the validation assessment of Animation Videos in the validation test by 3 experts had an average score of language validation of 84.1%, media validation of 85.5% and material validation of 89.9% included in the very valid category, meaning that the application is in accordance with the language, media and learning materials. The practicality test of educators with an average score of 75% was categorized as very practical and from students 90.445% were categorized as very practical, meaning that the application can be used easily for the learning process, while the results of the effectiveness of learning animation videos with a score of 95% were categorized as very effective, meaning that animation videos can improve student learning outcomes.