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Gerak Tari Kreasi melalui Regio Emilia Approach untuk Meningkatkan Kecerdasan Sosial dan Emosional Anak di Gorontalo Pupung Puspa Ardini; Milawati Eki
Jambura Early Childhood Education Journal Vol 1 No 1 (2019): JAMBURA Early Childhood Education Journal
Publisher : JURUSAN PENDIDIKAN GURU PENDIDIKAN ANAK USIA DINI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.044 KB) | DOI: 10.37411/jecej.v1i1.49

Abstract

The purpose of this research is to know the increase in social intelligence of group B children in the Gorontalo Kindergarten of the Trustees of the City through dance moves creations with the Regio Emilia Approach and find out the increase in emotional intelligence children. The characteristics of the research subjects were children aged 5-6 years. Data collection is carried out by action observation guidelines. The collected data are analyzed statistically using a percentage of several predetermined aspects. The results of this study indicate that (1) in the first cycle, the social intelligence of children from 20 people who completed as many ays 11 people or 55% and those who have not finished are 9 people or 45%, while the aspects of children's emotional intelligence are complete as many as 9 people or 45 % and the unfinished is 11 people or 55%. In the second cycle, the social intelligence of children from 20 people who completed as many as 16 people or 80% and those who have not finished are 4 people or 20%, while in the emotional intelligence aspects of children of 20 people completed as many as 17 people or 85% and those who have not finished are 3 people or 15%. There is an increase in the percentage (%) of the success of the first cycle of cycle II, especially on aspects of child social intelligence from 55% to 80%. The increase occurred by 25% after doing various reflections on learning actions. Whereas in the aspect of emotional intelligence from cycle I to cycle II there was an increase of 30%, from 55% to 85%.
Peningkatan Keterampilan Motorik Halus Anak melalui Kegiatan Melipat Kertas Ratni Oktaviyani Ruri; Sri Wahyuningsi Laiya; Pupung Puspa Ardini
Jambura Early Childhood Education Journal Vol 2 No 1 (2020): JAMBURA Early Childhood Education Journal
Publisher : JURUSAN PENDIDIKAN GURU PENDIDIKAN ANAK USIA DINI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (730.652 KB) | DOI: 10.37411/jecej.v2i1.115

Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan motorik halus melalui kegiatan melipat dengan berbagai media di TK Melati Matali Baru. Jenis penelitian adalah penelitian tindakan kelas (PTK). Subjek penelitian adalah siswa TK Melati Matali Baru berjumlah 23 anak. Teknik pengumpulan data menggunakan teknik observasi (cheklist) dan dokumentasi. Analisis data menggunakan analisis data kualitatif. Kriteria keberhasilan penelitian ini apabila persentase ≥75% dari jumlah anak TK Melati berada pada kriteria baik sesuai harapan. Hasil penelitian menunjukan bahwa kemampuan motorik halus meningkat setelah adanya tindakan melalui kegiatan melipat dengan berbagai media yang memberikan kesempatan kepada anak untuk belajar secara mandiri dan tanpa adanya tekanan.
Pengaruh Kegiatan Menganyam Terhadap Konsentrasi Di Kelompok A TK Negeri Pembina Kota Selatan Gorontalo Pupung Puspa Ardini; Saskiawati Yusup; Setiyo Utoyo
Efektor Vol 8 No 1 (2021): Efektor Vol.8 No.1 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v8i1.15879

Abstract

The objective of this research was to examine the effect of weaving on a child’s concentration level. The research method was the experimental with pre-experimental design (one group pretest-posttest). The results of the research with 30 children as sample showed that there was difference between the average pretest and posttest. It can be seen in pretest obtained 15.97 and the standard deviation was 1.4735 while in posttest obtained 29.07 and standard deviation was 2.09981. These results proved that there is a significant influence before and after treatment. So, there is an influence of weaving activities on children's concentration.
ZONA INTEGRITAS: MANAJEMEN RESIKO KESELAMATAN DAN KESEHATAN KERJA (K3) DI LINGKUNGAN FAKULTAS ILMU PENDIDIKAN Yenti Juniarti; Pupung Puspa Ardini
MONSU'ANI TANO Jurnal Pengabdian Masyarakat Vol 6, No 1 (2023)
Publisher : Universitas Muhammadiyah Luwuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32529/tano.v6i1.2273

Abstract

Dalam rangka menunjang program zona integritas di lingkungan Fakultas Ilmu Pendidikan (FIP) UNG, segenap civitas akademika harus memenuhi beberapa unsur salah satunya sisitem keselamatan dan kesehatan kerja (K3) harus berjalan sebagaimana mestinya agar selaras. Tujuan yang ingin dicapai dalam Survey ini adalah tersedianya informasi serta sebagai acuan bagi pimpinan fakultas, pimpinan jurusan, para dosen dan tenaga penunjang akademik dalam upaya peningkatan sumber daya manusia dalam hal pengupayaan K3 Universitas Negeri Gorontalo khususnya Fakultas Ilmu Pendidikan Universitas Negeri Gorontalo. Survey ini menggunakan model survey yang digunakan adalah model survey menurut Groves yang terdiri dari bebarap tahapan yaitu Pada tahap pertama, peneliti membangun sebuah instrumen-sebuah pertanyaan survey atau daftar pertanyaan- yang akan digunakan peneliti untuk mengukur variabel-variabelnya. Survey yang telah dilaksanakan tentang zona integritas khususnya pada keselamatan dan kesehatan kerja di lingkungan Fakultas Ilmu Pendidikan, bahwa Keselamatan dan kesehatan kerja tidak hanya berbicara tentang fisik semata namun, unit tempat bekerja harus memperhatikan kondisi mental si pekerja, sehingga kondisi mental yang baik akan mempengaruhi sistem bekerja yang baik yang nantinya akan menunjang prestasi akademik tentu hal ini harus didukung dengan sistem yang dibangun dengan baik berdasarkan survey kelemahan dan kelebihan yang telah dilaksanakan
PENGARUH PERMAINAN HARTA KARUN TERHADAP KEMAMPUAN MENGENAL KONSEP RUANG ANAK USIA 5-6 TAHUN Pupung Puspa Ardini; I Gusti Ayu Mastini; Icam Sutisna
Jurnal Pendidikan (Teori dan Praktik) Vol 7 No 2 (2022): Vol. 7 No. 2 (2022): Volume 7, Nomor 2, September 2022
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jp.v7n2.p131-137

Abstract

Tujuan dari penelitian ini adalah untuk menyelidiki bagaimana persepsi anak tentang konsep ruang berubah akibat bermain dengan harta karun. Anak-anak berusia antara 5 dan 6 tahun menjadi subjek penelitian ini di Gorontalo. Pendekatan eksperimen dengan one group pretest-posttest design digunakan untuk mengatasi permasalahan penelitian yang berkaitan dengan konsep ruang. Terdapat pengaruh terhadap kemampuan mengenal konsep ruang, hal ini dapat disimpulkan dari delapan perlakuan bermain harta karun. Hal ini ditunjukkan dengan selisih skor rata-rata keseluruhan sebelum dan sesudah menggunakan permainan harta karun, yaitu masing-masing 14,8 dan 52. Berdasarkan uji t dapat diketahui hasil uji yang signifikan, dengan t hitung = 14,08 dan nilai t tabel pada α = 0,05 atau 2,064. Oleh karena itu, jika t hitung melebihi t tabel, maka Ho ditolak atau H1 diterima, yang menunjukkan bahwa permainan harta karun berdampak pada kemampuan seseorang untuk memahami konsep.
PENGARUH PERMAINAN HARTA KARUN TERHADAP KEMAMPUAN MENGENAL KONSEP RUANG ANAK USIA 5-6 TAHUN Pupung Puspa Ardini; I Gusti Ayu Mastini; Icam Sutisna
Jurnal Pendidikan (Teori dan Praktik) Vol 7 No 2 (2022): Vol. 7 No. 2 (2022): Volume 7, Nomor 2, September 2022
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jp.v7n2.p131-137

Abstract

Tujuan dari penelitian ini adalah untuk menyelidiki bagaimana persepsi anak tentang konsep ruang berubah akibat bermain dengan harta karun. Anak-anak berusia antara 5 dan 6 tahun menjadi subjek penelitian ini di Gorontalo. Pendekatan eksperimen dengan one group pretest-posttest design digunakan untuk mengatasi permasalahan penelitian yang berkaitan dengan konsep ruang. Terdapat pengaruh terhadap kemampuan mengenal konsep ruang, hal ini dapat disimpulkan dari delapan perlakuan bermain harta karun. Hal ini ditunjukkan dengan selisih skor rata-rata keseluruhan sebelum dan sesudah menggunakan permainan harta karun, yaitu masing-masing 14,8 dan 52. Berdasarkan uji t dapat diketahui hasil uji yang signifikan, dengan t hitung = 14,08 dan nilai t tabel pada α = 0,05 atau 2,064. Oleh karena itu, jika t hitung melebihi t tabel, maka Ho ditolak atau H1 diterima, yang menunjukkan bahwa permainan harta karun berdampak pada kemampuan seseorang untuk memahami konsep.
Pengembangan Video Pembelajaran Pembuatan Poster Sebagai Alternatif Media Pembelajaran Pada Mata Pelajaran Bahasa Indonesia Sunarti Rahman; Wenny Hulukati; Pupung Puspa Ardini
Innovative: Journal Of Social Science Research Vol. 3 No. 2 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i2.557

Abstract

Pengembangan Video Pembelajaran pembuatan Poster sebagai Alternatif Media Pembelajaran pada Mata Pelajaran Bahasa Indonesia (Penelitian di Kelas IV di SDN 6 Ponelo Kepulauan Kabupaten Gorontalo Utara Provinsi Gorontalo). Penelitian ini bertujuan untuk mengembangkan media pembelajaran video membuat video pada mata pelajaran Bahasa Indonesia kelas VI SDN 6 Ponelo Kepulauan, mengetahui efektifitas media tersebut, serta mengetahui respon guru sebagai kelompok kecil yang memberikan pernyataan dengan adanya media tersebut. Penelitian ini merupakan jenis penelitian Research and Development (R&D) atau penelitian dan pengembangan menurut model Thiagarajan. Langkah-langkah yang ditempuh dalam penelitian dan pengembangan ini, yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, dan revisi produk. Produk yang dihasilkan dari penelitian ini yaitu media pembelajaran video membuat poster yang dikembangkan untuk menambah variasi media pada mata pelajaran Bahasa Indonesia. Hasil penelitian menunjukkan bahwa media pembelajaran video membuat video yang dikembangkan menggunakan model Thiagarajan telah dinyatakan valid. Tingkat kevalidan media pembelajaran video membuat video sebagai media pembelajaran berdasarkan penilaian: 1) ahli media diperoleh persentase skor sebesar 95,45% dengan kriteria penilaian sangat valid. Penilaian kevalidan media dari Guru yang didapatkan melalui uji coba produk pada kelompok kecil yaiitu diperoleh persentase skor sebesar 94,84,43% dengan kriteria penilaian sangat valid serta memiliki tingkat efektifitas.
The Effect of Digital Card Media Towards Children’s Ability to Recognize Letters Nur Fauziah Lumbin; Pupung Puspa Ardini; Nunung Suryana Jamin
Jurnal Pendidikan Usia Dini Vol 17 No 1 (2023): Jurnal Pendidikan Usia Dini Volume 17 Number 1 April 2023
Publisher : Program Studi Magister Pendidikan Anak Usia Dini

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (430.185 KB) | DOI: 10.21009/JPUD.171.04

Abstract

The background of this research is the low ability to recognize letters for group B children in Pembina State Kindergarten, Gorontalo District, Gorontalo City. Children do not know the various forms of the alphabet and letters, and the letters written by children are still mixed up or upside down. This lack of ability is caused by teachers not using creative and interesting media to stimulate children's abilities. So, this study aims to see an increase in the ability to recognize letters with creative and practical media. This research method uses a quantitative experimental method with a purposive sampling technique. Data collection was carried out using observation techniques and performance tests. The sample involved 16 respondents (7 male and 9 female). The results of the study show that learning using a blackboard is less effective in improving children's letter recognition skills, especially in aspects of language development. The findings recommend that schools be asked to evaluate and review each learning strategy, planning, and implementation. It is recommended that early childhood educators improve their competence in designing learning activities that are innovative, creative, interesting, and based on digital technology. Keywords: digital card media, letters recognition ability, early childhood References: Aleksandar Trifunović, Svetlana Cicević, Dragan Lazarević, Slobodan Mitrović, & Magdalena Dragović. (2018). Comparing Tablets (Touchscreen Devices) and Pcs in Preschool Children’ Education: Testing Spatial Relationship Using Geometric Symbols on Traffic Signs. IETI Transactions on Ergonomics and Safety, 2(1). https://doi.org/10.6722/TES.201808_2(1).0004 Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, III(3), 21–34. https://doi.org/10.20472/TE.2015.3.3.002 Ardini, P., & Handini, M. (2018). The Influence of Instructional Method, Visual Spatial Intelligence, and School Readiness on Early Reading Abilities. Journal of Scientific Research and Reports, 17(4), 1–22. https://doi.org/10.9734/JSRR/2017/38737 Ashcroft, R. J., Cvitkovic, R., & Praver, M. (2018). Digital flashcard L2 Vocabulary learning out-performs traditional flashcards at lower proficiency levels: A mixed-methods study of 139 Japanese university students. The EuroCALL Review, 26(1), 14. https://doi.org/10.4995/eurocall.2018.7881 Borre, A. J., Bernhard, J., Bleiker, C., & Winsler, A. (2019). Preschool Literacy Intervention for Low-Income, Ethnically Diverse Children: Effects of the Early Authors Program Through Kindergarten. Journal of Education for Students Placed at Risk (JESPAR), 24(2), 132–153. https://doi.org/10.1080/10824669.2019.1594818 Elias, S., Cromarty, E., & Wilson-Jones, L. (2022). Family Communication and Engagement with Digital Technology: Approaches and Strategies. Journal of Research Initiatives, 6(2). Elimelech, A., & Aram, D. (2020). Using a Digital Spelling Game for Promoting Alphabetic Knowledge of Preschoolers: The Contribution of Auditory and Visual Supports. Reading Research Quarterly, 55(2), 235–250. https://doi.org/10.1002/rrq.264 Howell, J. J., & Gengel, S. (2005). Perspectives of Effective Teachers of Students with Low-Incidence Disabilities. TEACHING Exceptional Children Plus, 1(4). Kapiso, W., Djuko, R. U., & Laiya, S. W. (2021). Kemampuan Mengenal Huruf Anak Usia 5-6 Tahun Di Taman Kanak-Kanak [Ability to Recognize Letters for Children Aged 5-6 Years in Kindergarten]. Student Journal of Early Childhood Education, 1(1). Karoma, S. (2019). Peningkatan Kemampuan Mengenal Lima Huruf Vokal Melalui Media Bola Huruf Pada Anak Usia 3-4 Tahun [Improving the Ability to Recognize the Five Vowel Letters Through Letter Ball Media in Children Aged 3-4 Years]. JECED : Journal of Early Childhood Education and Development, 1(1), 60–66. https://doi.org/10.15642/jeced.v1i1.501 Maulidya, A. R., Sa’dullah, A., & Lismanda, Y. F. (2019). Peningkatan Kemampuan Mengenal Huruf Vokal Melalui Media Pohon Huruf Pada Anak Usia 3-4 Tahun Di Kelompok Bermain Stroberi Restu 1 Malang [Improving the Ability to Recognize Vocal Letters Through the Media of Letter Trees in Children Aged 3-4 Years in the Strawberry Restu 1 Playgroup Malang]. Dewantara: Jurnal Ilmiah Pendidikan Islam Anak Usia Din, 1(2). Nasution, T. A. (2017). Pengaruh Permainan Kartu Huruf terhadap Pengenalan Bentuk Huruf pada Anak Usia 5-6 Tahun di TK Salsa Cinta Rakyat Kecamatan Percut Sei Tuan T.A. 2016/2017 [The Effect of Letter Card Games on Letter Form Recognition in Children Aged 5-6 Years at Salsa Cinta Rakyat Kindergarten, Percut Sei Tuan District T.A. 2016/2017]. Jurnal Usia Dini, 3(1). https://doi.org/10.24114/jud.v3i1.14654 Ningtyas, D. P. (2014). Improving Early Reading Ability Through the Snake and Ladder Game. Jurnal Pendidikan Usia Dini, 8(2). https://doi.org/10.21009/JPUD.082 Nobre, J. N. P., Vinolas Prat, B., Santos, J. N., Santos, L. R., Pereira, L., Guedes, S. da C., Ribeiro, R. F., & Morais, R. L. de S. (2020). Quality of interactive media use in early childhood and child development: A multicriteria analysis. Jornal de Pediatria, 96(3), 310–317. https://doi.org/10.1016/j.jped.2018.11.015 Rahayuningsih, S. S., Soesilo, T. D., & Kurniawan, M. (2019). Peningkatan Kemampuan Mengenal Huruf Pada Anak Usia 5-6 Tahun Melalui Metode Bermain Dengan Media Kotak Pintar [Improving The Ability Of Letters Recognizing By Children Aged 5 To 6 Years Old Through Playing Method With A ‘Smart Box’ Media]. Scholaria: Jurnal Pendidikan dan Kebudayaan, 9(1), 11–18. https://doi.org/10.24246/j.js.2019.v9.i1.p11-18 Rakimahwati & Nisaaul Hanifah. (2022). Development of Android-Based Educational Games to Improve Letter Recegnition Ability in Early Childhood in Kinali Pasaman Barat. Proceedings of the 6th International Conference of Early Childhood Education (ICECE-6 2021), 206–212. https://doi.org/10.2991/assehr.k.220602.042 Seefeldt, C., & Wasik, B. A. (2002). Kindergarten: Fours and Fives Go to School. Merrill. https://books.google.co.id/books?id=vzsMAAAACAAJ Surtika, T., Sumardi, S., & Yasbiati, Y. (2020). Pengaruh Media Puzzle Huruf Terhadap Kemampuan Mengenal Huruf Pada Anak Kelompok A Di Tk Ar-Rahman Kecamatan Sukahening [The Effect of Letter Puzzle Media on the Ability to Recognize Letters in Group A Children in Kindergarten Ar-Rahman, Sukahening District]. JURNAL PAUD AGAPEDIA, 3(1), 101–111. https://doi.org/10.17509/jpa.v3i1.26672 Zahara, P., Miftah, H., Valencia, A., Nurhasanah, A., & Nuraini. (2022). Developing Aplication-based Puzzle Learning Media on Increasing Child’s Ability to Recognize Letters. 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Steam Learning Training Through Loose Part Media in The Coastal Area Sri Rawanti; Setiyo Utoyo; Pupung Puspa Ardini
PEDAGOGIKA Vol 14 No 1 (2023): April
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/pedagogika.v14i1.2194

Abstract

Steam learning training through the Loose Part Media is a community service program that aims to provide education to institutions, educators and parents of students in an effort to improve the quality of education, especially early childhood education. STEAM learning for early childhood or pre-school children emphasizes more on active learning, stimulating children, solving problems, focusing on solutions, building logical and systematic ways of thinking and sharpening critical thinking skills. In optimizingtheapplication of STEAM learning, it is necessary to support adequate teaching resources, especially in the procurement of teaching media and play tools. Reviewing from the strategic location of the service located in Bone Bolango Gorontalo province which is a coastal area far from the city so that it is difficult to procure teaching media and play tools. Therefore, one of the right solutions that can support the optimization of the application of STEAM learning is the use of Loose Part media. Throughthe use of Loose Part media, institutions, educators and parents can use objects in the environment around children as teaching media and play tools.
Social Skill Anak Usia 5-6 Tahun Di Gorontalo Rilla Apriana Tamping; Pupung Puspa Ardini; Nunung Suryana Jamin
Student Journal of Early Childhood Education Vol 1 No 1 (2021): Volume 1 Nomor 1 Maret 2021
Publisher : Early Childhood Education Department, Faculty of Education, State University of Gorontalo

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

Abstract

ABSTRACT The study objective is to observe the information regarding the student’s social skills in Group B of TK Indra 1 Hunggaluwa in Limboto Sub-district, Gorontalo District. This study employs a descriptive quantitative method with Group B as the research subject. The data collection techniques include data reduction, data display, and verification. The finding shows that children’s social skill have developed, this is seen from their behavior where children are able to understand and accept the social consequences that exist in the school environment for what they do, and children are also able to take care of themselves. Behavior related to tasks, children are able to ask and answer questions given by the teacher and to follow directions/rules in group activities. In addition, children can show their interpersonal behavior to others include greeting when entering the classroom, having conversations with friends while playing, helping friends who find difficulties in doing their tasks, respecting the work of others. However, from self-behavior, task-related behavior, and also interpersonal behavior, it is identified that some children still need guidance from teachers or others. Keywords: Social Skill; Child; Kindergarten