Articles
Development of Circuit Games to Develop Rugged Motoric Ability and Language
Purwatiningsih, Siti Dyah;
Bachri, Bachtiar S.;
Hasibuan, Rachma
International Journal for Educational and Vocational Studies Vol 1, No 3 (2019): July 2019
Publisher : Universitas Malikussaleh
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DOI: 10.29103/ijevs.v1i3.2115
The purpose of this study is to analyze the feasibility and effectiveness of the circuit game of the recognize me have in developing gross motor skills and children's language in group A at RA Al-Qodir Wage Sidoarjo. This development research use the Dick & Carey research and development model. The result of the development are circuit game products to develop gross motor skill and children’s language in group A. The development of the media includes material about the introduction of indonesian culture, namely traditional clothes in Indonesia. The study was conducted in class A1 at RA Al-Qodir Wage Sidoarjo. Based on the formative test to experts and children obtained qualitative and quantitative data, qualitative data are suggestions from experts and quantitative data in the form of a percentage of child observasion sheets. From the percentage of asessment of formative tests experts and also children, the circuit game is feasible and effective to be used in learning to develop gross motor skills and children’s language in group A in RA Al-Qodir Wage Sidoarjo.
The Effect Method of Playing Finger Painting on Creativity Ability And Ability To Espress Languages In Children Age 5-6 Years
Wulansari, Dewi;
Masitoh, Siti;
Bachri, Bachtiar S.
International Journal for Educational and Vocational Studies Vol 2, No 1 (2020): January 2020
Publisher : Universitas Malikussaleh
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DOI: 10.29103/ijevs.v2i1.2097
This study tries to understand the method of playing finger painting on the ability of creativity and express language of children aged 5-6 years. This research was conducted with a quasi-experimental quantitative method "Pretest-Posttest Control Group Design" in TK Kec. Sukolio Surabaya with a sample of 107 children. Research data obtained through observation, work and documentation, and then analyzed using statistics with ANOVA test with the help of SPSS 25 for Windows. The results showed the method of playing finger painting proven creativity, as evidenced from the Anova test the Fcount value of 187,516 is greater than the Ftable of 3.15. The method of playing finger painting proven against express language, as evidenced by the Anova test the Fcount value of 160,922 is greater than the Ftable of 3.15. While The method of playing finger painting influences creativity and expresses language, it is evident from the MANOVA test that the Fcount value of 165.122 is greater than the Ftable value of 3.15. Based on the results of data analysis, it can be concluded that The method of playing finger painting on creativity and express language for ages 5-6 years, and can develop children's abilities with creativity and language of children aged 5-6 years.
The Influence of Spontaneity Smart Circuit Games on Group A Rough and Social Motor Development of Children in Wiyung District at Surabaya
Indrawati, Sus;
Bachri, Bachtiar S.;
Mariono, Andi
International Journal for Educational and Vocational Studies Vol 2, No 1 (2020): January 2020
Publisher : Universitas Malikussaleh
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DOI: 10.29103/ijevs.v2i1.2262
This research aims to determine the effect of the "Smart Spontaneity" circuit game on the gross motor and social development of group A children in Wiyung sub-district, Surabaya. This research is based not only on the problems that occur in group A children in Wiyung Subdistrict, Surabaya, it is also based on innovations in learning done in kindergartens. This research uses a quantitative approach and uses a type of experimental research. The population in this study used all students in the two schools included in the Wiyung sub-district, namely AT Taqwa Kindergarten and Taman Ananda Kindergarten with almost the same characteristics. Sampling in this study uses cluster random sampling techniques, so the samples used in this study are students A1 and A2 in At Taqwa Kindergarten and A1 and A2 in Taman Ananda Kindergarten. The techniques and data collection used are Pretest and Posttest which have a function to find out the influence of spontaneous intelligent circuit play on the gross and social motor development of group A children. The results of this study are (1) there is the influence of spontaneity smart circuit play on the gross motor development of group A children in Wiyung Subdistrict, Surabaya, (2) there is an influence of games on the social development of group A children in Wiyung Subdistrict, the results were obtained tcount> ttable with a real level of 5% so that 9.2> 0.5 with the average difference in the experimental class and the control class . The average experimental class was 21.4 and the average control class was 13.2. Based on the results of data analysis, it can be concluded that the circuit game "Smart Spontaneity" affects the gross motor development of children in group A and the game circuit "Smart Spontaneity" affects the social development of children in group A in Wiyung District, Surabaya.
Design thinking dalam Mata Pelajaran Desain Komunikasi Visual sebagai Upaya Meningkatkan Kemampuan Penyelesaian Masalah dan Mencipta
Anwar, Ruri Restia;
Bachri, Bachtiar S.;
Kristanto, Andi
EduInovasi: Journal of Basic Educational Studies Vol 4 No 1 (2024): EduInovasi: Journal of Basic Educational Studies
Publisher : Fakultas Tarbiyah IAI Nasional Laa Rooiba
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DOI: 10.47467/edui.v4i1.5458
This study aims to determine the application of the Design thinking method in Visual Communication Design learning to improve problem solving skills and create students. The Design thinking method combines creative and analytical approaches, has been applied in various industries as a tool to overcome complex challenges. However, its application in education is still relatively new, especially in the subject of Visual Communication Design. This research uses a qualitative approach by applying case study strategies in the Visual Communication Design learning environment. Data was collected through classroom observation, interviews with teachers and students, and analysis of creative products produced by students during the learning process. The results showed that the application of Design thinking significantly improves students' ability to identify, analyze, and solve complex problems in the context of visual communication design. In addition, this study also revealed that the application of Design thinking positively affects students' ability to create. Overall, this study concludes that the application of Design thinking in Visual Communication Design subjects has great potential in improving problem-solving and creating abilities. The practical implications of this research point to the need for further exploration in integrating these methods into broader learning approaches, with the aim of producing students who are able to face real-world challenges with creativity and confidence.
The Effectiveness of Experiential Seamless Learning to Improve Creative Thinking in Indonesian Language Subjects
Purnawati, Sri Catur;
Riyanto, Yatim;
Bachri, Bachtiar S.
International Journal of Current Educational Research Vol. 4 No. 1 (2025): June
Publisher : Indonesia Emerging Literacy Education
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DOI: 10.53621/ijocer.v4i1.495
Objective: The purpose of this study was to increase creative thinking in Indonesian language learning by using the Experiential Seamless Learning model. Method: This research uses Branch's ADDIE model with 66 students as subjects. The data collection techniques used were questionnaires, and the data analysis technique employed was the independent samples t-test. Results: The effectiveness of the Experiential Seamless Learning model in enhancing students' creative thinking skills was evaluated, and quantitative data were collected. The t-test results showed a difference between classes using the Experiential Seamless Learning model and conventional classes. The difference lies in the acquisition of the average value of creative thinking skills in the Experiential Seamless Learning model class higher than the conventional class. Novelty: The Experiential Seamless Learning model in language learning, an original concept, offers the advantage of providing a fresh perspective on existing topics, specifically by combining two experiential theories and seamless learning. The novelty of new research results lies in their ability to make significant contributions to existing research fields, particularly in the application of learning in continuity, which can be achieved both formally and informally. Novelty with an interdisciplinary approach has the advantage of helping to solve more complex learning problems, especially in improving creative thinking. The research conducted was only limited to description text material, and the mobile seamless learning dimensions used were seven out of ten dimensions.
The Effect Method of Playing Finger Painting on Creativity Ability And Ability To Espress Languages In Children Age 5-6 Years
Wulansari, Dewi;
Masitoh, Siti;
Bachri, Bachtiar S.
International Journal for Educational and Vocational Studies Vol. 2 No. 1 (2020): January 2020
Publisher : Universitas Malikussaleh
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DOI: 10.29103/ijevs.v2i1.2097
This study tries to understand the method of playing finger painting on the ability of creativity and express language of children aged 5-6 years. This research was conducted with a quasi-experimental quantitative method "Pretest-Posttest Control Group Design" in TK Kec. Sukolio Surabaya with a sample of 107 children. Research data obtained through observation, work and documentation, and then analyzed using statistics with ANOVA test with the help of SPSS 25 for Windows. The results showed the method of playing finger painting proven creativity, as evidenced from the Anova test the Fcount value of 187,516 is greater than the Ftable of 3.15. The method of playing finger painting proven against express language, as evidenced by the Anova test the Fcount value of 160,922 is greater than the Ftable of 3.15. While The method of playing finger painting influences creativity and expresses language, it is evident from the MANOVA test that the Fcount value of 165.122 is greater than the Ftable value of 3.15. Based on the results of data analysis, it can be concluded that The method of playing finger painting on creativity and express language for ages 5-6 years, and can develop children's abilities with creativity and language of children aged 5-6 years.
Development of Circuit Games to Develop Rugged Motoric Ability and Language
Purwatiningsih, Siti Dyah;
Bachri, Bachtiar S.;
Hasibuan, Rachma
International Journal for Educational and Vocational Studies Vol. 1 No. 3 (2019): July 2019
Publisher : Universitas Malikussaleh
Show Abstract
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Download Original
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Original Source
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Check in Google Scholar
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DOI: 10.29103/ijevs.v1i3.2115
The purpose of this study is to analyze the feasibility and effectiveness of the circuit game of the recognize me have in developing gross motor skills and children's language in group A at RA Al-Qodir Wage Sidoarjo. This development research use the Dick & Carey research and development model. The result of the development are circuit game products to develop gross motor skill and childrens language in group A. The development of the media includes material about the introduction of indonesian culture, namely traditional clothes in Indonesia. The study was conducted in class A1 at RA Al-Qodir Wage Sidoarjo. Based on the formative test to experts and children obtained qualitative and quantitative data, qualitative data are suggestions from experts and quantitative data in the form of a percentage of child observasion sheets. From the percentage of asessment of formative tests experts and also children, the circuit game is feasible and effective to be used in learning to develop gross motor skills and childrens language in group A in RA Al-Qodir Wage Sidoarjo.
The Influence of Spontaneity Smart Circuit Games on Group A Rough and Social Motor Development of Children in Wiyung District at Surabaya
Indrawati, Sus;
Bachri, Bachtiar S.;
Mariono, Andi
International Journal for Educational and Vocational Studies Vol. 2 No. 1 (2020): January 2020
Publisher : Universitas Malikussaleh
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DOI: 10.29103/ijevs.v2i1.2262
This research aims to determine the effect of the "Smart Spontaneity" circuit game on the gross motor and social development of group A children in Wiyung sub-district, Surabaya. This research is based not only on the problems that occur in group A children in Wiyung Subdistrict, Surabaya, it is also based on innovations in learning done in kindergartens. This research uses a quantitative approach and uses a type of experimental research. The population in this study used all students in the two schools included in the Wiyung sub-district, namely AT Taqwa Kindergarten and Taman Ananda Kindergarten with almost the same characteristics. Sampling in this study uses cluster random sampling techniques, so the samples used in this study are students A1 and A2 in At Taqwa Kindergarten and A1 and A2 in Taman Ananda Kindergarten. The techniques and data collection used are Pretest and Posttest which have a function to find out the influence of spontaneous intelligent circuit play on the gross and social motor development of group A children. The results of this study are (1) there is the influence of spontaneity smart circuit play on the gross motor development of group A children in Wiyung Subdistrict, Surabaya, (2) there is an influence of games on the social development of group A children in Wiyung Subdistrict, the results were obtained tcount> ttable with a real level of 5% so that 9.2> 0.5 with the average difference in the experimental class and the control class . The average experimental class was 21.4 and the average control class was 13.2. Based on the results of data analysis, it can be concluded that the circuit game "Smart Spontaneity" affects the gross motor development of children in group A and the game circuit "Smart Spontaneity" affects the social development of children in group A in Wiyung District, Surabaya.
Evaluation of Merdeka Belajar Curriculum from the Views of High School Students: Implementation of Differentiated Learning in Economics: Implementation of Differentiated Learning in Economics
Musfidah, Heny;
Bachri, Bachtiar S.;
Susarno, Lamijan Hadi;
Rofiah, Khofidotur
International Journal of Emerging Research and Review Vol. 1 No. 4 (2023): December
Publisher : IKIP Widya Darma Surabaya
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DOI: 10.56707/ijoerar.v1i4.52
Objectives: This research aims to analyze the profile of students' critical thinking abilities regarding the implementation of STEAM-oriented science and science learning development in elementary schools. Method: This research is a preliminary study with a data collection technique in the form of a written test by analyzing the data results descriptively and qualitatively. This research was conducted on 7 students consisting of 3 female and 4 male students in elementary school. Results: This research can be concluded that: It was found that the criteria for students' critical thinking abilities were still very low with an average score of 51.76 or a completion percentage of around 36%. In this research, it is hoped that the application of STEAM-oriented learning can improve students' thinking abilities. So, the conclusion is that if students' critical thinking skills are still low, it is necessary to improve students' critical thinking skills, namely by implementing STEAM-oriented learning. Novelty: Development of learning tools oriented to the STEAM approach to improve the science and science critical thinking abilities of elementary school students in the independent curriculum, so that it will improve students' critical thinking skills in line with the demands of the 21st century.
Asynchronous dan Synchronous Learning pada Pendidikan Tinggi: Studi Komparasi
Arianto, Fajar;
Bachri, Bachtiar S.;
Mariono, Andi
Jurnal Ilmiah Mandala Education (JIME) Vol 8, No 4 (2022): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala
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DOI: 10.58258/jime.v8i4.4067
Penelitian ini bertujuan untuk mengetahui perbandingan asynchronous dan synchronous pada pendidikan tinggi. Metode penelitian yang digunakan dalam penelitian ini adalah comparative study. Subjek penelitian dalam penelitian ini adalah mahasiswa berjumlah 60 yang terbagi menjadi dua kelompok. Kelompok pertama adalah mahasiswa yang dibelajarkan dengan asynchronous learning dan kelompok kedua menggunakan synchronous learning. Hasil penelitian ini menunjukkan bahwa ada perbedaan yang tidak terlalu signifikan antara kedua kelompok tersebut. Berdasarkan perolehan rerata nilai mahasiswa pada kelompok Synchronous lebih tinggi sebesar (71,53) dan rereata nilai mahasiswa pada kelompok Asynchronous memperoleh sebesar (62,67). Dalam penerapan kedua model tersebut, Synchronous learning memberikan pembelajaran yang lebih baik untuk mahasiswa daripada pembelajaran menggunakan Asynchronous learning. Dalam penerapan pembelajaran synchronous mahasiswa lebih antusias karena pelaksanaan dilakukan secara realtime membuat mahasiswa dapat merespon dan menanggapi secara langsung dan tanpa terjadi miskomunikasi.