Rakhmawati, Nur Ika Sari
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Pengembangan Media Tempel Aku Untuk Meningkatkan Kemampuan Berpikir Simbolik Anak Rachmawati, Rachmawati; Rakhmawati, Nur Ika Sari
Jurnal Riset Golden Age PAUD UHO Vol 4, No 2 (2021): EDISI JULI 2021
Publisher : Jurusan PG-PAUD Fakultas Keguruan dan Ilmu Pendidikan Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (858.928 KB) | DOI: 10.36709/jrga.v4i2.19170

Abstract

Penelitian ini bertujuan mengembangkan media Tempel Aku dan menguji kelayakan produk. Metode penelitian menggunakan metode pengembangan desain ADDIE. Langkah-langkah penelitian ini adalah tahap analisis mengkaji tujuan produk yang dikembangkan dan menentukan media yang relevan bagi anak; tahap desain pembuatan media membuat rancangan media, penyusunan materi; tahap pengembangan dilakukan validasi ahli media dan materi; tahap implementasi dilakukan pada usia 5-6 tahun dengan uji terbatas kemudian dilakukan lembar pengamatan oleh 10 orang guru PAUD; tahap evaluasi mengevaluasi tahap analisis sampai tahap implementasi. Subjek uji coba penelitian adalah 5 anak. Instrumen pengumpulan data menggunakan observasi, lembar angket, lembar pengamatan. Validasi pengembangan media menggunakan validasi angket yang dilakukan oleh satu orang ahli media dan materi. Hasil penelitian menunjukkan hasil validasi media sebesar 85%, ahli meteri sebesar 78% dan pengamatan kepada 10 orang guru sebesar 89%. Berdasarkan hasil tersebut menunjukkan bahwa media Tempel Aku layak digunakan dalam meningkatkan kemampuan berpikir simbolik anak usia 5-6 tahun.
Pengembangan Media Permainan Sidewalk Chalk Untuk Meningkatkan Kemampuan Kognitif Berpikir Simbolik Anak Usia 5-6 Tahun Apsari, Ratih Ayuningtyas; Rakhmawati, Nur Ika Sari
Jurnal Smart PAUD Vol 4, No 2 (2021): Edisi Juli 2021
Publisher : Jurusan PG-PAUD Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/jspaud.v4i2.19019

Abstract

Penelitian ini bertujuan untuk mengembangkan desain media permainan sidewalk chalk dan menguji kelayakan produk. Metode penelitian ini adalah penelitian pengembangan dengan desain ADDIE (Analysis, Design, Development, Implementation, Evaluation). Instrument pengumpulan data menggunakan observasi, angket untuk ahli materi dan ahli media yang merupakan seorang dosen PG-PAUD. Teknik analisis data menggunakan analisis data kuantitatif statistik deskriptif. Hasil penelitian dan pembahasan dapat disimpulkan bahwa pengembangan media permainan sidewalk chalk layak untuk meningkatkan kemampuan kognitif dalam berpikir simbolik anak usia 5-6 tahun. Hal ini dapat ditunjukkan pada kelayakan materi dan media yang memiliki presentase 90% oleh ahli materi, kemudian ahli media yang memberikan validasi dengan presentase 77%, dan dari uji coba pengguna sepuluh guru adalah sebesar 77%. Ada beberapa saran yang akan disampaikan: (1) penelitian ini diharapkan dijadikan bahan wawasan kepada sekolah untuk memberikan pembelajaran yang menyenangkan, dan (2) penelitian ini diharapkan menjadi acuan pembelajaran dan menjadi referensi dalam penelitian selanjutnya.
Using Multisensory on The Ability To Recognize Letter Sounds and Forms of Children Rakhmawati, Nur Ika Sari; Hasibuan, Rachma; Reza, Muhammad
Indonesian Journal of Early Childhood Education Studies Vol 7 No 2 (2018): November 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijeces.v7i2.28554

Abstract

This study is aimed to know (1) The effect of multisensory on the ability to recognize the letter sounds of children aged 4-5 years?, (2) The effect of multisensory on the ability to recognize letter forms of children aged 4-5 years?, (3) The relationship of ability to recognize letter sounds and forms of children aged 4-5 years?, (4) simultaneous interaction between the use of multisensory on the ability to recognize letter sounds and forms of children aged 4-5 years? This study uses Quasi Experimental Design, with Nonequivalent Control Group Design. This design is similar to the pretest - posttest control group design where, the experimental group or the control group is not randomly selected. The error sampling was 5% with 78 children. The results can be concluded as follows; the students' ability to recognize letter sounds in the control group and experimental group is significantly different, where the obtained T test after treatment is -3.204 with sig value (probability) of 0.003 referring to average score of control group of 35.18 and group experiment of 41.58. The children's ability to recognize letter forms in the control group and experimental group show that the obtained T test after treatment was of -0.042 with sig value (probability) of 0,000 referring to the average score of the control group of 45.891 and experimental group of 50.63 . The correlation between the ability to recognize letter sounds and forms in the control group is 0.905 and 0.826 in the experimental group, meaning that it has the strong correlation, where if children's ability to recognize letter sounds is good so ability to recognize letter forms is good as well. Therefore, it can be concluded that the direct use of multisensory makes children easier to learn.
PENGARUH GAME NUMERASI (GANU) MENGGUNAKAN PENDEKATAN STEAM TERHADAP KEMAMPUAN NUMERASI ANAK USIA 5-6 TAHUN Fauziyah, Cicik; Rakhmawati, Nur Ika Sari
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4419

Abstract

The purpose of this research is to examine the effect of the Numeracy Game (GANU) using the STEAM approach on the numeracy skills of children aged 5-6 years old. This research method employs a quantitative research design with a quasi-experimental design known as the nonequivalent control group design. The subjects of this study consist of 40 children from 2 kindergartens in Sukolilo District, Surabaya. Data was collected through non-participant observation techniques. The data analysis in this study utilized independent t-test. The research findings indicate that the Numeracy Game (GANU) learning with the STEAM approach yielded a sig. value of 0.000 or (2-tailed) 0.05, which means that the null hypothesis  is rejected, and the alternative hypothesis is accepted. Therefore, it can be concluded that there is an influence of the STEAM approach using the Numeracy Game (GANU) in enhancing the numeracy skills of children aged 5-6 years old. 
Respon Mahasiswa Pada Proses Pembelajaran Mata Kuliah Daring Widayati, Sri; Hotimah, Nurul; Rakhmawati, Nur Ika Sari
Jurnal Pendidikan Anak Vol 2 No 1 (2020): Spiritualitas pada Anak Usia Dini : Issue : June
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v2i1.1506

Abstract

ABSTRAK : Penelitian ini terfokus pada mata kuliah Penulisan Naskah AUD yang dilakukan lewat daring vinesa. Vinesa adalah singkatan dari Virtual LearningUniversitas Negeri Surabaya. Vinesa merupakan situs resmi pembelajaran daring yang dikembangkan oleh Universitas Negeri Surabaya. Tujuan dari penelitian ini adalah untuk mengetahui respon mahasiswa sebelum dan sesudah mengikuti perkuliahan secara daring, terutama terkait efektif dan efesiensi mata kuliah daring serta tanggung jawab mahasiswa dalam mengerjakan tugas melalui daring. Pelaksanan kegiatan daring ini hanya dilakukan selama 4 x pertemuan dan 12 x pertemuan dilakukan secara tatap muka. Penelitian ini menggunakan metode kuantitatif. Teknik pengumpulan data dilakukan melalui angketgoogle formdan dilanjutkan dengan analisis data deskriptif kuantitatif. Diperoleh hasil bahwa bahwapembelajaran daring cukup efektif dan efesien untuk menggantikan perkuliahan secara tatap muka. Pembelajaran daring meningkatkan semangat dan tanggung jawab dalam mengerjakan tugas secara on time pada mata kuliah penulisan naskah AUD. Pembelajaran daring dapat dijadikan alternatif untuk mengatasi permasalahan efektif dan efesiensi pertemuan antara dosen dengan mahasiswa. ABSTRACT : This research is focused on the AUD Script Writing course which is conducted online on vinesa. Vinesa is an abbreviation of Virtual Learning at Surabaya State University and Vinesa is an official online learning site developed by Surabaya State University. The purpose of this study is to determine the response of students before and after attending lectures online, especially related to the effectiveness and efficiency of online courses and the responsibilities of students in doing assignments online. This online activity is only carried out for 4 x meetings and 12 x meetings conducted face to face. This research uses quantitative methods. Data collection techniques were carried out through a Google form questionnaire and continued with quantitative descriptive data analysis. From the results of the data and discussion obtained findings that online learning is quite effective and efficient to replace lectures face to face. In addition online learning increases the enthusiasm and responsibility of doing assignments on time. Online learning can be used as an alternative to overcome the effective and efficient problems of meetings between lecturers and students.
Pengaruh Penggunaan Gadget terhadap Kemampuan Bahasa Anak Usia 4-5 Tahun Nurrisa, Tri Mulya; Rakhmawati, Nur Ika Sari
Jambura Early Childhood Education Journal Vol 5 No 1 (2023): Jambura Early Childhood Education Journal
Publisher : JURUSAN PENDIDIKAN GURU PENDIDIKAN ANAK USIA DINI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jecej.v5i1.2190

Abstract

Penelitian ini dilatar belakangi dari permasalahan rendahnya kemampuan bahasa khususnya kemampuan keaksaraan awal pada anak di TK Setia Karya dan TK Ikhlas di Kecamatan Asemrowo Surabaya. Hal tersebut terlihat saat hasil observasi awal terhadap anak, anak masih belum mampu menunjukkan simbol huruf vokal. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh penggunaan gadget terhadap kemampuan bahasa anak usia 4-5 tahun. Menggunakan pendekatan penelitian kuantitatif dengan jenis Quasi experiment dan desain Nonequivalent Control Group. Populasi yang digunakan dalam penelitian ini adalah 40 anak usia 4-5 tahun di TK Setia Karya dan TK Ikhlas di Kecamatan Asemrowo Surabaya. Pengambilan sampel dalam penelitian ini menggunakan metode sampel jenuh, sehingga seluruh populasi digunakan sebagai sampel dengan masing-masing 20 anak pada kelompok eksperimen dan kelompok kontrol. Teknik pengumpulan data dari penelitian ini adalah dengan observasi dan pretest-posttest. Menggunakan teknik analisis data uji hipotesis t dengan menggunakan SPSS 23.0. Hasil penelitian yang didapatkan adalah terdapat pengaruh dari penggunaan gadget terhadap kemampuan bahasa anak khususnya kemampuan keaksaraan awal dengan pengenalan huruf vokal (a, i, u, e, o), terlihat dari adanya perbedaan nilai rata-rata pretest-posttest yang mengalami kenaikan setelah diberikan treatment penggunaan gadget sebagai media pembelajaran.
IMPROVING BEGINNING CALCULATING ABILITY THROUGH MODIFIED COGGLAK MEDIA IN CHILDREN AGED 4-5 YEARS Pratistiningtyas, Mittha; Rakhmawati, Nur Ika Sari
Golden Age: Jurnal Pendidikan Anak Usia Dini Vol 7, No 1 (2023): Golden Age : Jurnal Pendidikan Anak Usia Dini
Publisher : Pusat Penerbitan Universitas (P2U) Unisba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/ga:jpaud.v7i1.11983

Abstract

Researchers will conduct this research aiming to improve the numeracy skills of children aged 4-5 years through the media of saving corn at Pembina II Sooko Public Kindergarten, Mojokerto. This study used the Classroom Action Research (CAR) method which was carried out using two cycles of action. The subjects of this study were 26 children from Group A1 of TK Negeri Pembina II Sooko. Data collection techniques through observation, interviews, and documentation. The results showed that there was an increase in the numeracy skills of children aged 4-5 years through the "Modified Congklak" media. The results obtained in Cycle I were 30.8% due to several causal factors, namely the child was still confused if the number taken was 5 but the corn that was put into the glass cup was less than 5. So in Cycle II it is hoped that it can be followed up by motivating children through stories and giving rewards, training children repeatedly, and doing more interesting counting activities. In Cycle II, obtaining 76.9% stated that it had reached an indicator of success. The learning process using Modified Congklak media can improve the numeracy skills of children aged 4-5 years. Thus it can be concluded that through Modified Congklak media it can improve numeracy skills in group A1 children at Pembina II Sooko Public Kindergarten.
PENGEMBANGAN MEDIA VIDEO ANIMASI PENCEGAHAN BULLYING UNTUK MENUMBUHKAN SIKAP EMPATI PADA ANAK USIA DINI Nisa, Aliyatun; Reza, Muhammad; Rakhmawati, Nur Ika Sari; Fitri, Ruqoyyah
TARBAWI:Journal on Islamic Education Vol 9, No 1 April 2025
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/tarbawi.v9i1.2812

Abstract

Bullying problems, especially in early childhood, still often occur and can hurt children's social-emotional development. Bullying prevention efforts need to be carried out early on, one of which is fostering empathy in children. Animated video media is considered an interesting and effective media for fostering empathy in early childhood. This study was conducted to develop animated video media for bullying prevention to foster empathy in early childhood. The research method used is research and development (RD) with the ADDIE development model (Analyze, Design, Develop, Implement, and Evaluate). The media was validated by material and media experts, producing analysis scores of 90% and 92.8%. The results of the study showed that the Wilcoxon test that had been carried out, namely the Test Statistics Wilcoxon Test. Asymp. Sig. (2-tailed) showed a value of 0.001 so that p 0.05 or 0.001 0.05, because the results of the significance were less than 0.05, Ho was rejected and Ha was accepted. This shows that there is an average difference between the pretest and posttest results, which experienced an increase in score. So, the conclusion of this study, namely the development of integrated bullying prevention animation video media, is that it is feasible and effective to be used to foster empathy in early childhood.  
PENGEMBANGAN MEDIA BUKU CERITA BERGAMBAR BERBASIS DIGITAL UNTUK MENINGKATKAN PEMAHAMAN ANTI PERUNDUNGAN RELASIONAL PADA ANAK USIA DINI Mahdavikia, Annisa; Reza, Muhammad; Rakhmawati, Nur Ika Sari; Fitri, Ruqoyyah
TARBAWI:Journal on Islamic Education Vol 9, No 1 April 2025
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/tarbawi.v9i1.2736

Abstract

The aim of this research is to determine the feasibility and effectiveness of the media that has developed to understanding of relational anti-bullying. Furthermore, this research uses a research and development (RD) research model with the ADDIE development procedure. The number of subjects used was 30 children in the age range of 5-6 years. The results of this research, the media was declared feasible and effective because received score from material experts of 95% and media experts of 93.75%. So, based on the score obtained from the Wilcoxon test with score of 0.001. It means the significance result is less than 0.05, then Ho is rejected and Ha is accepted, there is a difference of average results between pre-test and post-test. It concluded that the media developed is feasible and effective to use.
PENGARUH MEDIA GAME CHILD INDONESIAN CULTURE (CICU) TERHADAP KEMAMPUAN LITERASI BUDAYA ANAK USIA 5-6 TAHUN Maulidah, Maya Hikmatul; Rakhmawati, Nur Ika Sari
TARBAWI:Journal on Islamic Education Vol 7, No 1: April 2023
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/tarbawi.v1i1.2170

Abstract

Penelitian ini bertujuan untuk menguji pengaruh media pembelajaran Game Child Indonesian Culture (CICU) terhadap kemampuan literasi budaya anak usia 5-6 tahun. Saat ini, media pembelajaran literasi budaya pada anak usia dini masih terbatas pada media pembelajaran yang bersifat konvensional yang tidak memberikan hasil optimal bagi anak. Padahal kemampuan literasi budaya pada anak usia dini penting untuk melestarikan kebudayaan yang ada di Indonesia, sehingga anak mampu mengahargai keberagaman bangsa dan tetap mempertahankan perilaku sopan dan santun sebagai ciri khas bangsa Indonesia. Penelitian ini menggunakan pendekatan kuantitatif  dengan desain Quasi Experimental Design ; yaitu model Non Equivalent Control Group Design. Jumlah subjek penelitian sebanyak 42 anak yang terbagi dalam kelompok eksperimen dan kelompok kontrol. Data dikumpulkan melalui teknik observasi. Untuk memastikan data penelitian, dilakukan pengujian konsistensi menggunakan metode Metode interrater reliability dengan menggunakan Cronbach’s alpha. Analisis data dengan menggunakan teknik Independent sample T test dalam penelitian ini diketahui nilai signifikansi (Sig) (2-tailed) kurang dari 0,05, maka hipotesis alternatif (Ha) dapat diterima, hal ini menunjukkan bahwa penggunaan media Game Child Indonesian Culture (CICU) memberikan pengaruh yang signifikan terhadap kemampuan literasi budaya anak usia 5-6 tahun. Penelitian ini menunjukkan bahwa media pembelajaran Game Child Indonesian Culture (CICU) dapat menjadi alternatif yang efektif dan menarik dalam meningkatkan kemampuan literasi budaya pada anak-anak kelompok B di TK Labschool Unesa.