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Upaya meningkatkan Kemandirian Anak melalui Metode Bermain Peran pada Kelompok B di TK Khulafaur Rasyidin Priyanti, Nina Yuminar
Jurnal Ilmiah Mandala Education (JIME) Vol 8, No 4 (2022): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v8i4.4034

Abstract

Nina Yuminar Priyanti 2022, Upaya Meningkatkan Kemandirian Anak melalui Metode Bermain Peran pada Kelompok B di TK Az Zaitun. Penelitian ini bertujuan untuk meningkatkan kemandirian anak melalui kegiatan bermain peran. Jenis penelitian ini adalah Penelitian Tindakan Kelas atau PTK. Subjek penelitian ini adalah siswa kelompok B usia 5-6 tahun di TK Khulafaur Rasyidin Bekasi yang berjumlah 15 anak terdiri dari 4 laki-laki dan 11 anak perempuan. Teknik pengumpulan data dilakukan dengan cara observasi, wawancara dan dokumentasi. Dari hasil penelitian menunjukkkan adanya peningkatkan rata-rata kemandirian anak pada siklus I peningkatan kemandirian anak sekitar 62,64%, siklus II peningkatan kemandirian anak 78,66% telah memenuhi rata-rata presentase yang telah ditargetkan. Berdasarkan penelitian dapat disimpulkan bahwa melalui metode bermain peran dapat meningkatkan kemandirian anak di TK Islam Khulafaur Rasyidin Bekasi.
Increase Ability Know English Vocabulary Through the Interactive Whiteboard for Group B Children at Nurul Hidayah Kindergarten, Purwakarta 2025 Sulastri, Dina; Mulyanti, Fitrah; Priyanti, Nina Yuminar
International Journal of Education, Information Technology, and Others Vol 8 No 4 (2025): International Journal of Education, information technology   and others
Publisher : Peneliti.net

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

Abstract

This study aims to determine the effect of using interactive whiteboard media on improving early childhood skills in recognizing basic English vocabulary at Nurul Hidayah Kindergarten, Kiarapedes, Purwakarta, and analyze changes in children's learning behavior after the media's implementation. The method used is classroom action research (CAR) with three cycles: pre-cycle, cycle I, and cycle II. The results showed that the level of active participation of children increased significantly, from 30 in the pre-cycle to 71 in the first cycle, reaching 75 in the second cycle, and reaching 85 in the post-cycle. The use of interactive whiteboards encouraged children's engagement in the learning process, improving verbal responses, vocabulary comprehension, and enthusiasm for learning activities. Children were able to recognize and use English vocabulary independently and spontaneously. Changes in learning behavior are also evident in increased self-confidence, learning initiative, and collaboration among children during learning. Interactive media has proven effective as a visual and kinesthetic aid that supports the cognitive and affective development of early childhood. From these findings, it can be concluded that interactive whiteboard media has a positive contribution to English learning at the kindergarten level and is worthy of being developed more widely as part of early childhood education innovation.
UPAYA MENINGKATKAN KECERDASAN KOGNITIF ANAK USIA DINI MELALUI PEMBELAJARAN BERBASIS KOMPUTER PADA KELOMPOK B DI TK AZ ZAITUN BEKASI Nina Yuminar Priyanti
JCE (Journal of Childhood Education) Vol 4 No 2 (2020): September-February
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jce.v4i2.260

Abstract

The purpose of this study was to determined the increase of early childhood cognitive intelligence through computer-based learning in group B through paint media. This study used a classroom action research model with two cycles. Each cycle consisting of four stages, there was planning, implementing the action, observing, and reflecting. The subject of this study was group B with a total of 15 children consisting of 7 boys and 8 girls. In this study, pre-cycle used before computer learning was carried out, children's cognitive abilities showed a low value, that was 32%. However, after taking action in cycle I the percentage of children increased by about 61% and cycle II had an increase, showing that 89% of children were able to distinguish geometric shapes. Computer-based learning through Paint media can be used as an interesting and fun medium to improve early childhood cognitive. so it can stimulate children's development and develop children's thinking skills.
Peran Mata Kuliah Kesehatan dan Gizi dalam Membentuk Pemahaman Mahasiswa Universitas Panca Sakti Bekasi Terhadap Gaya Hidup Sehat Zarqa Qalbu Ar Rahman; Nina Yuminar Priyanti; Eka Putri
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 8, No 2 (2025): Jurnal Caksana: Pendidikan Anak Usia Dini
Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jcpaud.v8i2.2457

Abstract

Penelitian ini bertujuan untuk mendeskripsikan peran mata kuliah Kesehatan dan Gizi dalam membentuk pemahaman mahasiswa PG PAUD Universitas Panca Sakti Bekasi terhadap gaya hidup sehat. Penelitian menggunakan pendekatan kualitatif metode studi kasus, dengan mahasiswa semester dua sebagai subjek penelitian. Data diperoleh melalui observasi, wawancara, dan dokumentasi, serta dianalisis menggunakan model analisis interaktif Miles, Huberman, dan Saldana. Hasil penelitian menunjukkan bahwa mata kuliah Kesehatan dan Gizi memberikan kontribusi signifikan dalam membentuk pemahaman mahasiswa mengenai pentingnya gaya hidup sehat, mendorong perubahan perilaku ke arah yang lebih baik, serta membentuk persepsi positif terhadap pola hidup sehat. Hambatan yang muncul antara lain keterbatasan waktu, tekanan akademik, dan kurangnya dukungan lingkungan. Temuan ini menegaskan pentingnya strategi pembelajaran yang lebih kontekstual dan interaktif.