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UPAYA PENINGKATAN KETERAMPILAN MOTORIK KASAR MELALUI TARI Widiyanti, Dini
Al Fitrah: Journal Of Early Childhood Islamic Education Vol 1, No 1 (2018): Early Childhood Islamic Education
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ja.v1i2.1335

Abstract

Pendidikan anak usia dini, khususnya di Taman Kanak-kanak (TK) sangat penting sekali dan merupakan salah satu jenjang pendidikan yang perlu diperhatikan. Salah satu hal terpenting dalam PAUD adalah perkembangan motorik anak. Penelitian ini bertujuan untuk melihat proses dan peningkatan keterampilan motorik anak melalui Tari Lenggang Raflesia. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian tindakan (Action Research) atau penelitian tindakan. Dimana penelitian ini bersifat partisipasif dan kolaboratif. Hasil penelitian adalah sebagai berikut : 1). Proses penyelenggaraan kegiatan keterampilan motorik kasar melalui Tari Lenggang Raflesia telah dilaksanakan dengan baik oleh peneliti bersama kolaborator, guru-guru TK Yasporbi dan orang tua untuk menjamin keberlanjutan keterampilan motorik kasar anak meningkat, baik di sekolah maupun di rumah. 2) Terjadi peningkatan keterampilan motorik kasar anak melalui Tari Lenggang Raflesia selama 2 bulan.  Keterampilan motorik kasar semua anak sudah meningkat dan sudah mencapai di atas 71% sesuai dengan kesepakatan bersama antara peneliti dan kolabolator, sehingga penelitian ini bisa dikatakan berhasil.Kata kunci: Keterampilan, Motorik, Tari Lenggang Raflesia
Problem-Based Learning (PBL) in Grade V IPAS Under the Merdeka Curriculum at MI Terpadu Mutiara Assyifa, Bengkulu Rostiana, Jumi; Dewi, Eka Puspa; Yumarni, Asmara; Widiyanti, Dini
The Future of Education Journal Vol 5 No 2 (2026)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v5i2.1765

Abstract

This study aims to describe the implementation of Problem-Based Learning (PBL) in Science and Social Studies (IPAS) for Grade V at MI Terpadu Mutiara Assyifa, Bengkulu City. Methodology: This research employed a qualitative descriptive method, with the Grade V teacher and students as data sources. Data were collected through observation, interviews, and documentation, and analyzed using data reduction, data display, and conclusion drawing. Findings: The results indicate that the planning and implementation of Problem-Based Learning (PBL) in Grade V IPAS at MI Terpadu Mutiara Assyifa have been effectively executed in accordance with the principles of the Merdeka Curriculum. The teacher developed teaching modules encompassing learning objectives, problem-based activity steps, and relevant assessments by incorporating contextual issues familiar to the students' lives. During implementation, PBL fostered active student engagement through discussion, investigation, and presentation. This approach had a positive impact on student understanding, enabling them to better relate the material to real-world situations and demonstrating improvements in critical thinking and communication skills. However, the application of PBL also faced several challenges, such as limited instructional time, varying student abilities, and restricted learning resources. Not all students participated optimally, particularly those with lower academic abilities who required more intensive guidance.
The Impact of Using Kahoot Application as an Interactive Learning Media in Improving the Digital Literacy Abilities of Elementary School Students Soenario, Aulia Putri; Mardiani, Yena; Randi, Randi; Wiwinda, Wiwinda; Widiyanti, Dini
International Journal on Advanced Science, Education, and Religion Vol 8 No 1 (2025): IJoASER (International Journal on Advanced Science, Education)
Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33648/ijoaser.v8i1.1588

Abstract

This study aims to examine the impact of using the Kahoot application as an interactive learning medium in improving the digital literacy skills of elementary school students, particularly in the dimensions of critical thinking, digital collaboration, and digital ethics. The main problem behind this study is the passive participation of students and the lack of variety of digital learning media at SDN 76, Bengkulu City. The method used is a quantitative approach with a quasi-experimental design involving 39 third-grade students who were divided into an experimental group and a control group. The sampling technique was carried out using purposive sampling, while data collection used test instruments (pre-test and post-test), observation, and documentation. The results showed that the use of Kahoot significantly improved students' digital literacy, where the average score increased drastically from 30% in the initial stage to 75% after the intervention. Statistical analysis through a t-test showed a significance value of 0.000 (<0.05), which proved a very significant difference in ability due to the use of interactive media. The research instrument was also proven to be very reliable with a Cronbach's Alpha value of 0.974. In conclusion, Kahoot is effective not only in increasing active engagement and motivation to learn through gamification elements, but also as a powerful tool for developing basic operational skills, information navigation, and digital ethics awareness in elementary school students.
The Impact of Using Kahoot Application as an Interactive Learning Media in Improving the Digital Literacy Abilities of Elementary School Students Soenario, Aulia Putri; Mardiani, Yena; Randi, Randi; Wiwinda, Wiwinda; Widiyanti, Dini
International Journal on Advanced Science, Education, and Religion Vol 8 No 1 (2025): IJoASER (International Journal on Advanced Science, Education)
Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33648/ijoaser.v8i1.1588

Abstract

This study aims to examine the impact of using the Kahoot application as an interactive learning medium in improving the digital literacy skills of elementary school students, particularly in the dimensions of critical thinking, digital collaboration, and digital ethics. The main problem behind this study is the passive participation of students and the lack of variety of digital learning media at SDN 76, Bengkulu City. The method used is a quantitative approach with a quasi-experimental design involving 39 third-grade students who were divided into an experimental group and a control group. The sampling technique was carried out using purposive sampling, while data collection used test instruments (pre-test and post-test), observation, and documentation. The results showed that the use of Kahoot significantly improved students' digital literacy, where the average score increased drastically from 30% in the initial stage to 75% after the intervention. Statistical analysis through a t-test showed a significance value of 0.000 (<0.05), which proved a very significant difference in ability due to the use of interactive media. The research instrument was also proven to be very reliable with a Cronbach's Alpha value of 0.974. In conclusion, Kahoot is effective not only in increasing active engagement and motivation to learn through gamification elements, but also as a powerful tool for developing basic operational skills, information navigation, and digital ethics awareness in elementary school students.
The Impact of Using Kahoot Application as an Interactive Learning Media in Improving the Digital Literacy Abilities of Elementary School Students Soenario, Aulia Putri; Mardiani, Yena; Randi, Randi; Wiwinda, Wiwinda; Widiyanti, Dini
International Journal on Advanced Science, Education, and Religion Vol 8 No 1 (2025): IJoASER (International Journal on Advanced Science, Education)
Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33648/ijoaser.v8i1.1588

Abstract

This study aims to examine the impact of using the Kahoot application as an interactive learning medium in improving the digital literacy skills of elementary school students, particularly in the dimensions of critical thinking, digital collaboration, and digital ethics. The main problem behind this study is the passive participation of students and the lack of variety of digital learning media at SDN 76, Bengkulu City. The method used is a quantitative approach with a quasi-experimental design involving 39 third-grade students who were divided into an experimental group and a control group. The sampling technique was carried out using purposive sampling, while data collection used test instruments (pre-test and post-test), observation, and documentation. The results showed that the use of Kahoot significantly improved students' digital literacy, where the average score increased drastically from 30% in the initial stage to 75% after the intervention. Statistical analysis through a t-test showed a significance value of 0.000 (<0.05), which proved a very significant difference in ability due to the use of interactive media. The research instrument was also proven to be very reliable with a Cronbach's Alpha value of 0.974. In conclusion, Kahoot is effective not only in increasing active engagement and motivation to learn through gamification elements, but also as a powerful tool for developing basic operational skills, information navigation, and digital ethics awareness in elementary school students.