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PENGEMBANGAN GAME SAINS UNTUK MENINGKATKAN PEMAHAMAN SAINS ANAK USIA DINI Wati, Epritha Kurnia; Jayanti, Ruth Rosita Setiani
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 2, No 3 (2022): Jurnal pendidikan Indonesia: Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v2i3.186

Abstract

This study aims to develop a game in the form of an animated game that is appropriate for improving early childhood science learning readiness, this game can help children to learn science with a fun method (play) and in accordance with the characteristics and stages of early childhood development. This research is a development research (Development Research) using the model developed by Borg and Gall. There are 3 stages used in this research from 10 stages proposed by Borg and Gall. These stages include:  (1) research and information collecting, (2) planning, and (3) develop preliminary form of product. Feasibility assessment was conducted by 1 material expert, and 1 media expert. Small group trials and field tests were conducted on group B children at TK Kartika Kediri, in small group trials of 5 children and in field trials of 30 children. The results of this study both from the results of expert validation and small group trials and field tests, obtained the results that this media is feasible as one of the science learning media for Early Childhood.ABSTRAKPenelitian ini bertujuan untuk mengembangkan sebuah permainan dalam bentuk Game animasi yang tepat untuk meningkatkan kesiapan belajar sains anak usia dini, Permainan ini dapat membantu anak untuk belajar sains dengan metode yang menyenangkan (bermain) dan sesuai dengan karakteristik serta tahapan perkembangan anak usia dini. Penelitian ini merupakan penelitian pengembangan (Development Research) dengan menggunakan model yang dikembangkan oleh Borg and Gall. Ada 3 tahapan yang dipakai dalam penelitian ini dari 10 tahap yang diajukan oleh Borg and Gall. Tahapan tersebut antara lain:  (1) research and information collecting, (2) planning, dan  (3) develop preliminary form of product. Penilaian kelayakan dilakukan oleh 1 ahli materi dilakukan, dan 1 orang ahli media. Uji coba kelompok kecil dan uji lapangan dilakukan terhadap anak kelompok B di TK Kartika Kediri, pada uji coba kelompok kecil sebanyak 5 anak dan pada uji coba lapangan sebanyak 30 anak. Hasil penelitian ini baik dari hasil validasi ahli maupun uji coba kelompok kecil dan uji lapangan, diperoleh hasil bahwa media ini layak sebagai salah satu media pembelajaran sains untuk Anak Usia Dini.
Pengembangan Media Pembelajaran Interaktif Budaya Jawa Untuk Menstimulasi Kesantunan Bahasa Pada Anak Usia 5-6 Tahun Adea, Adea Jery Nurafitri; Wati, Epritha Kurnia; Wijaya, Intan Prastihastari
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.v8i2.16234

Abstract

Today's millennial generation, politeness in language is fading, in Javanese society, it is rare for us to meet someone who uses it, so this will have an impact on early childhood language development, especially on politeness. In addition, the current generation of Java is very minimal in using the Java language correctly. Politeness in Javanese has a very useful role in a person's behavior, because language is an expression that includes traits and behavior for Javanese people. Based on the results of observations that have been carried out by researchers at the Gurah District Kindergarten Institution, it shows that language politeness in children aged 5-6 years is very low. very close there are still many children who use language that is less polite when speaking. The purpose of this research is to stimulate language politeness with interactive learning media of Javanese culture. This research technique uses the Research and Development type of research for the research model using the Lee & Owens development model, this model was chosen because at the implementation stage it is easy and practical so it is very suitable to be used as Microsoft Office Power Point-based product development, namely interactive learning of Javanese culture. The results of this study can be seen in the evaluation results of media experts, amounting to 0.9 and 0.8 with very valid criteria or very feasible to use. While the material products 0.9 and 0.7 with very valid criteria or very feasible to use for the acquisition of a questionnaire of 0.7. At the small group of trial stage also obtained a result of 0.9 so that it can be categorized as very suitable for use.
Pengembangan Kemampuan Membaca Melalui Media Buku Alfabet Pada Anak Usia 5-6 Tahun TK Pertiwi 2 Kaloran Kabupaten Nganjuk Alfionita, Widya Apria; Nugroho, Isfauzi Hadi; Wati, Epritha Kurnia
Efektor Vol 9 No 2 (2022): Efektor Vol.9 No.2 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v9i2.18117

Abstract

Early childhood is children aged 0-6 years, where it is often called as the golden age. The development and growth of children will be very rapid in this age. This development occurs in the physical and psychological development of children. At the PAUD level, they will be given a stimulus of education based on their age. This educational stimulus is very useful to help developing their physical and spiritual growth and development. One of the stimuli that will be given is the language aspect. In the language aspect, they will be given a stimulus to develop the ability to communicate with other people or the interlocutor properly and correctly. Stimulating good communication skills is very important for them. In language aspect, not only the ability to communicate but the ability to read is also very important for them. This reading activity will be given to improvethe power of thinking and add insight into new knowledge in children. The low number of reading skills in group b children aged 5-6 years in TK Pertiwi 2 Kaloran is one of the problems that arise in teaching and learning activities. The low reading ability is caused by several factors. Starting from the use of learning media used is still too monotonous, less attractive to children. This is very interesting for researchers to make observation to help improving reading skills in children aged 5-6 years. This research uses the media of the alphabet book. This study uses the Classroom Action Research (CAR) method developed by Kemmis and Taggart, with the research stages of Planning, Acting, Observing, and Reflecting. This research was conducted in 2 cycles, namely, Cycle I and Cycle II with the research subjects are group b children aged 5-6 years consisting of 12 children, 5 boys and 7 girls in TK Pertiwi 2 Kaloran. From the data generated in Cycle I with the criteria of completeness of 16.7%. Furthermore, in Cycle II, the criteria for completeness were 91.7%. So it can be concluded that learning with media of the alphabet book can help to develop reading skills in children aged 5-6 years in TK Pertiwi 2 Kaloran.
Game LoP: Fostering Logical-Mathematical Intelligence in Early Childhood Wulansari, Widi; Wati, Epritha Kurnia
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 2 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i2.80858

Abstract

Logical-mathematical intelligence is one of the essential skills that early childhood must develop to support their future educational journey. However, many children are reluctant to learn logical mathematics as it is often perceived as difficult to understand. To address this issue, an educational medium in the form of an educational game is needed to attract children's interest in learning logical mathematics. This study aims to evaluate the effectiveness of the educational media Game LoP in enhancing early childhood logical-mathematical skills. The research employs a quasi-experimental design involving pretest-post-test and control group comparisons. Research instruments include pretest and post-test assessments analyzed using paired t-tests and independent t-tests. The findings reveal a significant difference in early logical-mathematical abilities between the control and experimental groups following the implementation of Game LoP. Additionally, there was a notable improvement in the logical-mathematical abilities of children using this educational medium. Therefore, Game LoP has been proven to yield positive and significant outcomes in enhancing early childhood logical-mathematical skills. This study implies that the application of Game LoP can serve as an innovative solution to support the development of children's logical-mathematical intelligence.
LOP Game Development to Improve Early Childhood Mathematical-Logic Learning Ability Wati, Epritha Kurnia; Wulansari, Widi
Jurnal Pendidikan Indonesia Vol 10 No 1 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.541 KB) | DOI: 10.23887/jpi-undiksha.v10i1.28406

Abstract

This study aims to develop a learning media product, namely the LoP Game to improve the Mathematical-Logic Learning Ability of Early Childhood Beginning. This type of research is a Research and Development (R&D) using a model developed by Borg and Gall. There are 3 stages used in this study from 10 stages proposed by Borg and Gall. These stages include: research and information collecting, planning, and develop preliminary form of product. Data validity analysis was performed using the Aiken formula. The data is obtained from the results of the instrument assessment in the form of a questionnaire from material experts and media experts. The feasibility assessment is tested by 3 material experts and 3 media experts. From the results of the validity test, it can be seen that the expert judgment for the media in the LoP game is all valid with all aspects that have been previously described. Thus, it can be said that the LoP game is appropriate and suitable for the development of early childhood abilities, especially mathematical-logic abilities.
Community Empowerment of Jatiduwur Village through Puppet Mask Performance Art Training to Improve the Creative Economy of Jatiduwur Community Wahyudi, Wahyudi; Sari, Ayu Titis Rukmana; Mukmin, Bagus Amirul; Sahari, Sutrisno; Hunaifi, Abdul Aziz; Zaman, Wahid Ibnu; Aka, Kukuh Andri; Wati, Epritha Kurnia; Dwiyanti, Linda
Dimar : Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2024): July 2024
Publisher : CV. Srikandi Kreatif Nusantara in collaboration with Institut Teknologi Mojosari Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63709/dimar.v1i1.8

Abstract

Jatiduwur, a village in the northern part of Jombang district, is renowned for its Wayang Topeng art. By nurturing this art form, Jatiduwur can uplift its community spirit and promote Jombang as a guardian of cultural heritage. The focus extends beyond modernizing performances and training new talent; it also includes creating marketable mask products to boost economic growth. Youth organizations and PKK members undergo training to sustain the tradition and establish a business network. Program activities encompass coordination, socialization, and four training sessions covering storyline composition, dance music innovation, souvenir crafting, and marketing strategies. Outcomes include the establishment of a Jatiduwur art studio with 37 performers, official registration, and the formation of a business group involving 17 PKK members. This initiative has not only enriched the cultural landscape but also enhanced community income through performances and merchandise sales, including t-shirts, keychains, and masks, with notable sales figures.
Training on Stimulating Moral Values through Storytelling Activities based on Panji Culture Wati, Epritha Kurnia; Sari, Ayu Titis Rukmana; Putri, Salsabella Aurellya Prastysta; Izdihar, Sausan Ghaida; Rahmawati, Alfina Fadya
Dimar : Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2025): August 2024-January 2025
Publisher : CV. Srikandi Kreatif Nusantara in collaboration with Institut Teknologi Mojosari Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63709/dimar.v1i2.33

Abstract

The Panji-based Animated Fairy Tale Video Training for Early Childhood Moral Education aims to improve moral understanding in children through interesting and educational audiovisual media. This program adapts Panji stories, which contain moral values such as loyalty, courage, honesty, and responsibility. Through the use of animated fairy tale videos, it is expected that children can more easily understand and internalize the moral messages conveyed. The study involved data collection through direct observation of children's behavior, questionnaires for teachers and parents, and interviews to measure the impact of the program on children's moral development. The results show that the Panji-based animated fairy tale video is effective in improving children's discipline, empathy, and sense of responsibility. The program also shows the important role of teachers and parents in supporting children's moral education. Nevertheless, challenges such as limited access to technology in some areas and the need for increased training for program managers are still obstacles that need to be overcome. It is hoped that this program can continue to be developed and expanded to provide wider benefits in early childhood character building, as well as preserving local cultural values through traditional stories.