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Mobile Solution for Child Abuse Reporting: Enhancing Accessibility and Protection through SI-ADU Ardini, Pupung Puspa; Rawanti, Sri; Dwinanto, Arif; Setiyowati, Arbin Janu; Narosaputra, Dewo Agung Nugroho; Antara, Putu Aditya; Pupala, Branislav
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.v12i2.62641

Abstract

This study is motivated by the increasing cases of child abuse in Indonesia, with perpetrators often coming from close family members. This study to design an application that facilitates abuse victims in filing complaints. The research method used is Research & Development (R&D). Data collection techniques include field observation using observation sheets and interviews, a checklist for assessing abuse cases, questionnaires, expert assessment instruments, field notes, a questionnaire for evaluating the effectiveness of the application, and a checklist for assessing the application's usefulness. The subjects of this research are children, particularly those in early childhood. The result of this research is the design of a mobile-based child protection application, SI-ADU, which can be accessed by children or parents to file complaints. The implications of this study suggest that it can help the Gorontalo local government reduce the number of child abuse cases by up to 19% since the pilot testing was conducted. The easy access and use of techniques to defend or protect oneself from abuse, as well as rapid mitigation for child victims of abuse through smartphones, can contribute to improving safety and preventing violence within children's communities. The conclusion of this study is that the SI-ADU application can be an effective solution in addressing child abuse by providing victims with quick and easy access to report abuse cases and involve authorities in the handling of these cases.
Deskripsi Kesulitan Berbicara Pada Anak Usia 4-5 Tahun di TK Al-Khairat Kota Gorontalo Fitriyah Ningsi R. Bakari; Pupung puspa Ardini; Rapi Us. Djuko
Inovasi Pendidikan dan Anak Usia Dini Vol. 1 No. 4 (2024): Oktober : Inovasi Pendidikan dan Anak Usia Dini
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inpaud.v1i4.43

Abstract

This study aims to desribe speech difficulties n children aged 4-5 years at TK Al-Khairat Kindergarten, Gorontalo City. The researcher employed a qualitative research method focusing on the speech diffuculties experienced by children. The study subjects were three children and their parents at TK Al-Khairat Kindergarten in Gorontalo City, Data was collected through interviews and documentation. Data analysis was conducted through data reducation, data ranging from poor arculation to difficulties in understanding and using vocabulary. The causes influencing these difficulties include motor speech disorders such as apraxia, lack of supportive social interactions, and familly communication patterns. These speech difficulties significantly impact the children’s social-emosional development, such as low self-concept and difficulties building social-emotional development, such as low self-concept and difficulties building social relationship. The study highlights the importance of early detection and appropriate intervention to help children overcome speech difficulties, ultimately supporting their social, emotional, and academic development.
Pengembangan Prototype Media Game Wordwall dalam Menanamkan Perilaku Hidup Bersih Pada Anak Usia Dini di TK Permata Sunnah Kecamatan Kota Selatan Kota Gorontalo Syarifah Syarifah; Pupung Puspa Ardini; Nurhayati Tine
Inovasi Pendidikan dan Anak Usia Dini Vol. 2 No. 1 (2025): Inovasi Pendidikan dan Anak Usia Dini
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inpaud.v2i1.101

Abstract

The lack of learning media for early childhood that motivates children to practice clean living behavior in school is the main issue addressed in this study. This research aims to develop a Wordwall game media prototype to instill clean living behavior in Group B Children at TK Permata Sunnah Kindergarten, Kota Selatan District, Gorontalo City. The research utilized a development method, specifically Research and Development (R&D), following the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Sugiyono (Aini et al., 2023). The study’s findings reveal that the Wordwall game media is highly feasible for instilling clean living behavior, as indicated by the result of expert validation tests. The material expert validation scored 87,27% (very feasible), and the media expert validation scored 96,67% (very feasible). Additionally, pilot tests with teachers showed a feasible percentage of 88,57% (very feasible), while testing with children yielded a score of 4 (feasible). Finally, usage trials with teachers resulted in a feasibility percentage of 97,14% (very feasible), and large-group testing with children scored 5 (very feasible). The study concludes that the development of the Wordwall game media prototype effectively instills clean living behavior in children..
Pengaruh Penggunaan Power Point Interaktif Terhadap Kemampuan Berpikir Simbolik Anak Usia Dini di TK Tribrata Desa Tupa Aurike Modati; Icam Sutisna; Pupung Puspa Ardini
Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan Vol. 1 No. 4 (2024): November : Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/paud.v1i4.63

Abstract

This research aims to determine how interactive PowerPoint affects early childhood symbolic thinking skills at Tribrata Kindergarten, Tupa Villiage. This quantitative research uses a pre-experimental design method with one group pre-test and post-test format. The research sample was comprised of 16 children, and a total sampling technique was used. The data collection technique was done using a performance test. The result showed a difference between the ability to think symbolically before and after using interactive PowerPoint. The average numbers before and after the use of interactive PowerPoint media are 11,875 and 19,75. This proved a significant difference before and after treatment. Based on the t-test using paired two samples for means, the tcount value = 10,47 while the ttable value at (α) = 0,05 or 2,131; therefore, tcount>ttable or 10,47>2,131. since tcount>ttable, the H0 is rejected and H1 is confirmed, which means there was an effect between the use of interactive PowerPoint on the symbolic thinking skills of early childhood at Tribrata Kindergarten, Tupa Village.
MENINGKATKAN KEMAMPUAN BERBICARA MELALUI APLIKASI WORDWALL PADA SISWA KELAS IV SD NEGERI Djafar, Siti Rahmatiah; Husain, Rusmin; Pulukadang, Wiwy T.; Monoarfa, Fidyawati; Ardini, Pupung Puspa
ACTION : Jurnal Inovasi Penelitian Tindakan Kelas dan Sekolah Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/action.v5i2.5662

Abstract

This research aims to improve students' speaking skills through the use of the Wordwall application assisted by Interactive PowerPoint (PPT) among fourth-grade students at SDN 7 Tomilito, North Gorontalo Regency. This research employs Classroom Action Research. Data collection techniques included interviews and observations. The research subjects were fourth-grade students at SDN 7 Tomilito, North Gorontalo Regency. Initial observation results indicate that out of 14 students, only 3 students (21%) achieved the minimum competency criteria, while 11 students (79%) did not. In the first meeting of Cycle 1, 5 out of 14 students (35%) met the criteria, while 9 students (64%) did not. In the second meeting of Cycle 1, 8 students (57%) met the criteria and 6 students (43%) did not. In Cycle II, 12 students (86%) met the criteria while 2 students (14%) did not. In conclusion, the Wordwall application, assisted by Interactive PPT, successfully enhanced the speaking skills of fourth-grade students in the Indonesian language subject at SDN 7 Tomilito, exceeding the predetermined performance indicator of 80%. ABSTRAKPenelitian ini bertujuan untuk meningkatan kemampuan berbicara melalui aplikasi wordwall berbantuan PPT Interaktif pada siswa kelas IV SDN 7 Tomilito Kabupaten Gorontalo Utara. Adapun masalah yang dihadapi meliputi kesulitan mengucapkan kata dengan jelas, intonasi suara yang kurang bervariasi, dan kesulitan memilih kata yang tepat serta belum maksimalnya penggunaan media pembelajaran digital. Metode penelitian ini adalah Penelitian Tindakan Kelas (PTK). Teknik pengumpulan data yaitu observasi, tes dan dokumentasi. Subjek pada penelitian ini adalah 14 siswa kelas IV SDN 7 Tomilito Kabupaten Gorontalo Utara. Hasil penelitian menunjukkan bahwa kemampuan berbicara siswa meningkat secara bertahap. Pada observasi awal, menunjukan dari 14 siswa secara keseluruhan terdapat 3 siswa tuntas atau 21% dan yang tidak tuntas berjumlah 11 siswa atau 79%. Hasil penelitian pada siklus I pertemuan pertama dengan jumlah 14 siswa yang tuntas sebanyak 5 siswa atau 35% dan 9 siswa yang tidak tuntas atau 64%. Kemudian pada siklus I pertemuan 2 dari 14 siswa yang hadir, sebanyak 8 siswa yang tuntas atau 57% dan terdapat 6 siswa yang tidak tuntas atau 43%. Sedangkan siklus II dari 14 siswa terdapat 12 siswa yang tuntas atau 86% dan 2 siswa yang tidak tuntas atau 14%. Melihat hasil ini dapat disimpulkan bahwa Aplikasi Wordwall berbantuan PPT Interaktif Pada Siswa Kelas IV SDN 7 Tomilito Kabupaten Gorontalo Utara dapat membantu meningkatkan kemampuan berbicara siswa kelas IV muatan Bahasa Indonesia dan telah melebihi indikator kinerja 80% yang telah peneliti tetapkan sebelumnya.
The Effect Of Puzzle Games On Reducing Impulsive Behavior In Hyperactive Children Aged 5-6 Years Sri Puspita Wulandari Paputungan; Ardini, Pupung Puspa; Sutisna, Icam
JURNAL PENDIDIKAN USIA DINI Vol 19 No 1 (2025): Jurnal Pendidikan Usia Dini Volume 19 Number 1 April 2025
Publisher : Program Studi Magister Pendidikan Anak Usia Dini

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpud.v19i1.50153

Abstract

The study problems are: "Is there a significant effect of puzzle games on reducing impulsive behavior in hyperactive children aged 5-6 years at TK Al-Khairat Kindergartens, Gorontalo City?" The study aims to determine the impact of puzzle games on reducing impulsive behavior in hyperactive children aged 5-6 years at TK Al-Khairat Kindergartens, Gorontalo City. The study employed a quantitative approach using an experimental method with a pre-test and post-test design, where tests were conducted before and after the treatment. The subjects were four hyperactive children aged 5-6 years in Group B at TK Al-Khairat Kindergarten, Gorontalo City. The study focused on reducing impulsive tendencies in hyperactive children through puzzle games. Data collection for the pre-test and post-test was conducted using research instruments and analyzed statistically. The results showed a significant difference in hyperactive children's average impulsive behavior scores before and after the intervention, with pre-test and post-test scores of 16.00 and 23.50, respectively. The findings confirm a significant effect of the intervention. The t-test results showed a sig. (2-tailed) value of 0.000 < 0.05, leading to the rejection of H0 and acceptance of H1. It can thus be concluded that there is a significant difference in impulsive behavior between the pre-test and post-test data, indicating that the X variable significantly affects the y variable.
The Development of Balinese Language in Children Aged 5–6 Years in the Balinese Minority Community of Sulawesi Tengah Galih, Ni Wayan Dina; Ardini, Pupung Puspa; Juniarti, Yenti
Jurnal Pendidikan Anak Vol. 14 No. 1 (2025): Jurnal Pendidikan Anak
Publisher : Department of Early Childhood Education, Faculty of Education, Universitas Negeri Yogyakarta in in cooperation with in cooperation with the Perkumpulan Pengelola Jurnal PAUD (PPJ PAUD) Indonesia based on the MoU Number: 030/PPJ-PAUD/VIII/2020.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpa.v14i1.1339

Abstract

Preserving the mother tongue is important in building cultural identity, especially in Balinese minority communities outside the area of ​​origin. This study aims to determine the development of the Balinese language of children aged 5–6 years at TK Dharma Santi, Desa Kospa Dwata Karya, Kabupaten Banggai, Sulawesi Tengah. The study used a qualitative approach with observation, interview, and documentation methods. The study subjects included ten children in group B, parents, and class teachers. Data were analyzed using a phenomenological model. The results showed that the development of the children’s Balinese language was quite optimal with five leading indicators: habituation to the use of Balinese, the ability to pronounce simple sentences, understand instructions, participate in conversations, and the use of question words. These findings indicate that school environments contribute to the preservation of the Balinese language from an early age.
PENGEMBANGAN MEDIA MONOPOLI TRUTH OR DARE UNTUK KEMAMPUAN BERBICARA SISWA DI KELAS IV SD NEGERI Framesti, Tiyas Ayu; Pulukadang, Wiwy Triyanty; Monoarfa, Fidyawati; Husain, Rusmin; Ardini, Pupung Puspa
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v5i2.5591

Abstract

This study aims to develop practical, effective, and feasible Truth or Dare Monopoly learning media for students’ speaking skills, in the indonesian Languange subject in grade IV of SDN 7 Talaga Jaya. This study applied the Research & Development model, using the ADDIE research model, which included Analysis, Design, Development, Implementation, and Evaluation. The feasibility of Truth or Dare Media Monopoly was tested through validation by experts, and data collection used questionnaires, interviews, and documentation. The results of the validation showed that the level of feasibility was as follows: Media Expert for 95% (very feasible), Linguists for 87.5% (very feasible), Material Expert for 93.75% (very feasible), and User Expert for 94.23% (Very Good). Thus, the average value of the overall percentage was 92.62%. Meanwhile, the results of the trial carried out in grade IV of SDN 7 Talaga Jaya obtained the results of speaking skills with an average value of 91.78% of students, with a very good classification. From the student response to the Truth or Dare Monopoly media for speaking skills, students obtained an average score of 96.93% and fell into the very good category. In brief, the Truth or Dare Monopoly media developed was feasible to be used as a learning medium for students’ speaking skills in grade IV of elementary school. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran Monopoli Truth or Dare yang praktis, efektif, dan layak digunakan untuk kemampuan berbicara siswa, pada mata pelajaran Bahasa Indonesia di kelas IV SDN 7 Talaga Jaya. Pengembangan ini menggunakan metode penelitian Research & Development, dengan menggunakan model penelitian ADDIE yang mencakup Analysis, Design, Development, Implementation, dan Evalution. Kelayakan Media Monopoli Truth or Dare diuji melalui validasi oleh para ahli, serta pengumpulan data menggunakan angket, wawancara, dan dokumentasi. Berdasarkan hasil dari validasi menunjukkan tingkat kelayakan dengan persentase sebagai berikut: Ahli Media 95% (sangat layak), Ahli Bahasa 87,5% (sangat layak), Ahli Materi 93,75% (sangat layak), Ahli Pengguna 94,23% (sangat baik). Dengan demikian, presentase memperoleh hasil rekapitulasi nilai rata-rata persentse rata-rata keseluruhan 92,62%. Adapun hasil uji coba yang dilaksanakan di kelas IV SDN 7 Talaga Jaya memperoleh hasil kemampuan berbicara dengan nilai rata-rata siswa 91,78% dengan klasifikasi sangat baik. Dari respon siswa terhadap media Monopoli Truth or Dare untuk kemampuan berbicara pada siswa mendapatkan skor rata-rata 96,93% dan masuk pada kategori sangat baik. Berdasarkan hasil penelitian, media Monopoli Truth or Dare yang dikembangkan layak digunakan sebagai media pembelajaran untuk kemampuan berbicara siswa di kelas IV sekolah dasar.
Pengaruh Penggunaan Aplikasi Coloring Game Terhadap Motorik Halus Anak Usia 5-6 Tahun Noho, Pindi; Ardini, Pupung Puspa; Juniarti, Yenti
Jurnal Pelita PAUD Vol 9 No 2 (2025): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v9i2.4714

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan aplikasi Coloring Game terhadap perkembangan motorik halus anak usia 5-6 tahun di TK Negeri 01 Al-Icmi, Desa Limbatihu, Kecamatan Paguyaman Pantai, Kabupaten Boalemo, Gorontalo. Penelitian ini menggunakan metode eksperimen dengan desain penelitian pre-experimental, yaitu One-Group Pretest-Posttest Design. Sampel dalam penelitian ini terdiri dari 16 anak kelompok B yang berusia rata-rata 5-6 tahun. Data dikumpulkan melalui pretest dan posttest yang mengukur kemampuan motorik halus anak sebelum dan setelah perlakuan menggunakan aplikasi Coloring Game. Hasil penelitian menunjukkan bahwa rata-rata nilai pre-test motorik halus anak sebelum diberikan perlakuan adalah 54,65, sedangkan rata-rata nilai post-test setelah perlakuan meningkat menjadi 76,96. Peningkatan ini menunjukkan adanya perubahan positif pada kemampuan motorik halus anak, yang tercermin dalam kemampuan koordinasi mata dan tangan, kelenturan jari tangan, serta kelenturan pergelangan tangan. Hasil uji statistik menggunakan t-test menunjukkan bahwa perbedaan antara pretest dan posttest adalah signifikan dengan nilai p = 0,000 (p < 0,05), yang berarti bahwa penggunaan aplikasi Coloring Game berpengaruh secara signifikan terhadap peningkatan motorik halus anak. Dengan demikian, dapat disimpulkan bahwa aplikasi Coloring Game dapat digunakan sebagai media pembelajaran yang efektif untuk mendukung perkembangan motorik halus anak usia dini.
Pemberdayaan Pemuda Melalui Budidaya Ikan Air Tawar Di Dusun Tumba Desa Pongongaila Abdul, Silfana; Hamid Isa, Abd.; Ardini, Pupung Puspa
Student Journal of Community Education Volume 4 No. 2: Februari 2025
Publisher : Jurusan Pendidikan Luar Sekolah Fakultas Ilmu Pendidikan Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/sjce.v4i2.4155

Abstract

Pemberdayaan Pemuda di Dusun Tumba, Desa Pongongaila, Kecamatan Pulubala, Kabupaten Gorontalo, dilakukan melalui program budidaya ikan air tawar dengan sistem bioflok. Program ini bertujuan mengurangi angka pengangguran yang cukup tinggi di kalangan pemuda serta meningkatkan kemandirian ekonomi. Penelitian ini menggunakan pendekatan kualitatif dengan metode observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa program ini berhasil secara teknis dengan antusiasme tinggi dari pemuda setempat. Program ini diharapkan menjadi solusi jangka panjang dalam menciptakan peluang usaha berkelanjutan dan meningkatkan kualitas hidup pemuda.