Claim Missing Document
Check
Articles

Found 3 Documents
Search

PERAN ORANG TUA DALAM PEMILIHAN ALAT PERMAINAN EDUKATIF DENGAN PERKEMBANGAN ANAK USIA PRASEKOLAH : Alat Permainan Edukastif dan Perkembangan Anak Syari, Mila; Lestari, Ida; Rauda, Rauda; Nurasma, Nurasma
Maternity and Neonatal : Jurnal Kebidanan Vol. 12 No. 1 (2024): Maternity and Neonatal : Jurnal Kebidanan (Edisi Khusus)
Publisher : Fakultas Ilmu Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/jmn.v12i1A.2767

Abstract

Orang tua memegang peranan penting dalam mengoptimalkan tumbuh kembang anak. Akibat yang mungkin timbul dari tidak terpenuhinya sumber daya bermain edukatif adalah tidak optimalnya proses tumbuh kembang anak, tidak terwujudnya bakat dan potensi anak. Tujuan penelitian ini untuk mengetahui hubungan peran orang tua dalam pemilihan alat permainan edukatif dengan tumbuh kembang anak prasekolah di Desa Pusong Baru Kecamatan Banda Sakti Kota Lhokseumawe. Desain penelitian ini adalah analitik dengan pendekatan cross-sectional. Populasi sasaran penelitian ini hanya terdiri dari ibu-ibu yang memiliki anak prasekolah usia 3 sampai 5 tahun yang tinggal di Kelurahan Pusong Baru Kecamatan Banda Sakti Kota Loksumawe yang berjumlah 63 responden. Besar sampel sebanyak 63 responden ditentukan dengan menggunakan teknik purposive sampling. Analisis dilakukan dengan menggunakan uji chi-square. Berdasarkan hasil survei, peran orang tua dalam pemilihan alat permainan edukatif termasuk dalam kategori “baik” sebesar 63,5%. Perkembangan anak prasekolah masuk dalam kategori relevan sebesar 47,6%. nilai p = 0,003
The Influence of Using Smart Apps Creator on Science Learning Interest of Grade VIII Students of SMP Negeri 33 Makassar City Nurasma, Nurasma; Nawir, Muhammad; Nurindah, Nurindah
DIDAKTIKA Vol 19 No 1 (2025): DIDAKTIKA : JURNAL KEPENDIDIKAN
Publisher : Fakultas Tarbiyah Institut Agama Islam Negeri (IAIN) Bone

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30863/didaktika.v19i1.8710

Abstract

This study aims to determine the effect of the use of Smart Apps Creator on the interest in learning science of grade VIII students of SMP Negeri 33 Makassar. This research is a type of quantitative research with a pre-experimental approach, and a one-shot case study research design. The subject of the study is 73 students in grade VIII of SMP Negeri 33 Makassar for the 2024/2025 academic year. The data collection technique used observation and questionnaires. The data analysis used is descriptive and inferential statistical analysis. The results showed that as many as 50.68% of students were in the criteria of interest, with the percentage in each indicator, namely 84.16% of students showing feelings of pleasure, 82.41% showing activeness in learning, 83.18% showing interest in learning, and 78.90% showing involvement in learning. The results of the hypothesis test showed that the t-calculated value of the t-table >, which was 3.009 > 1.994 so that Ha was accepted and Ho was rejected. Based on the findings of these results, it can be concluded that there is an influence of the use of Smart Apps Creator on the interest in learning science of grade VIII students of SMP Negeri 33 Makassar.
Workshop Pengembangan Media Ajar Interaktif Berbasis Canva dan Flipbook: Program KKN-Dik Unismuh Makassar Nurasma, Nurasma; Arumdani, Arsy; Nasir, Nasir; Surianty, Surianty
RAMBIDEUN : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 1 (2025): Rambideun : Jurnal Pengabdian kepada Masyarakat
Publisher : LPPM Universitas Al Muslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/pkm.v8i1.3120

Abstract

The Community Service Program on Education (KKN-Dik) is a program that aims to help teachers improve their skills in developing interactive learning media. This activity was held on October 5, 2024 at the Teacher Activity Unit Center (PUKG) of Balusu District, Barru Regency, involving 54 teachers from various partner schools. This community service activity aimed to improve teachers' knowledge and skills through the development of canva-based interactive teaching media to design teaching materials and flipbooks in the creation of interactive digital books so that the visuals of the material displayed are more attractive. The method of implementing the activity is in the form of learning by doing which included discussion, practice, and direct mentoring. The results of this activity showed a significant improvement in the ability of teachers to utilize the two learning media, especially taking advantage of the available features. Participants also gave positive responses to this activity because it was relevant to their needs. Thus, it is hoped that it can improve the quality of learning, strengthen the role of teachers, and create a more interesting learning experience for students. Therefore, this activity should be carried out regularly to strengthen teachers' ability to use interactive learning media.