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Strategi Pembelajaran Berbasis STEAM Dengan Bermain Loose Parts Untuk Pencapaian Keterampilan 4c Pada Anak Usia 4-5 Tahun Prameswari, Titania; Anik Lestariningrum
Efektor Vol 7 No 1 (2020): Efektor Vol.7 No.2 Tahun 2020
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (883.463 KB) | DOI: 10.29407/e.v7i1.14387

Abstract

Learning problems in producing students who have 4c competence (creativity, communication, collaboration, critical thinking) are still very limited, especially in PAUD. The problem can be seen from the achievements of children's development were limited creativity when teaching learning process occurs, children have low communication skills and express opinions from the results of groups or collaborations. This is due to the role of the teacher is still dominant in teaching learning process and teacher limits the children's creativity by providing less varied of learning media because it only uses student worksheets that are available at school. STEAM-based learning (Science, Technology, Engineering, Art, Mathematic) with loose parts media was chosen because it is in line with 21st century education where critical thinking skills, creative, collaborative and communicative are honed by playing. Based on the results of observation showed that learning activities implemented by teacher in Group A Pertiwi 2 Bodor Kindergarten did not lead to 21st century learning yet so that learning activities were monotonous and the teacher was not be able to direct students to master the 4c ​​skills. From these problems, the teacher applied STEAM-based learning by using Loose Parts media. The research method used descriptive qualitative with 13 subjects of Group A aged 4-5 years old at TK Pertiwi 2 Bodor. Data collection was done by observation and documentation techniques, then it was analyzed qualitatively that is analyzing the child's developmental achievements objectively. The results showed that STEAM-based learning using loose parts media effectively was increased the ability of 4c children aged 4-5 years, so it is recommended that this learning can be implemented continuously to see the students’ achievement in other aspects.
Pengembangan Permainan Urang Gaya Berbasis Budaya Lokal Dalam Menstimulasi Kecerdasan Interpersonal Anak Prameswari, Titania; Lestariningrum, Anik; Utomo, Hanggara Budi
Efektor Vol 8 No 2 (2021): Efektor Vol.8 No.2 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v8i2.16216

Abstract

The Changes gives both positive and negative effects on the individual, which also occurs in children where there are problems in interaction and communication because of the gadgets that are more widely used in learning. The pandemic era, where children play more gadgets makes interpersonal intelligence increasingly difficult to stimulate. The game namely “urang style” (snakes and ladders of culture) is a solution that can be used to stimulate and optimize interpersonal intelligence for children. The purpose of the research conducted by the author is to create a new play that can be used by PAUD educators in stimulating children's interpersonal intelligence. The subjects in this study were children aged 5-6 years. The research method used is Research and Development (R&D). Implementation of the development using the Barg & Gall model which was simplified into 4 stages including: (1) potential and problem analysis, (2) literature study, (3) product design, (4) design validation. Instruments in data collection related to the observation used. The style game has several advantages including: (1) interesting, (2) interactive, (3) economical, (4) educational. The results of the validity test came from the validator, who concluded that the game of “urang style” was suitable for use and obtained a score of 0.05. The implementation of these results will be the basis if the next stage will be carried out