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Optimalisasi Literasi Arab Awal: Hasil Metode Bagdadi di Indonesia Lutfiyah, Nunuk; Aulina, Choirun Nisak
Jurnal Pendidikan Anak Usia Dini Vol. 1 No. 4 (2024): July
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/paud.v1i4.709

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pada anak usia 4-5 tahun di KB ALQUDS Candi. Metode Bagdadi, pendekatan pembelajaran Al-Qur'an yang dikenal dengan teknik "mengeja", melibatkan vokalisasi sistematis huruf Hijaiyah dengan nada Hijaz yang keras, diulang minimal dua kali. Menggunakan kerangka Penelitian Tindakan Kelas, studi ini menerapkan model Kemmis dan Mc Taggart, yang mencakup tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Dilakukan dengan sepuluh anak, penelitian ini mendokumentasikan peningkatan signifikan: kemahiran membaca meningkat dari 58% di Pra-Siklus menjadi 71% di Siklus I dan 84% di Siklus II, melampaui indikator keberhasilan sebesar 75%. Temuan menunjukkan bahwa penerapan metode Bagdadi yang terstruktur, sesuai dengan Rencana Pelaksanaan Pembelajaran Harian (RPPH), secara signifikan meningkatkan keterampilan literasi Arab awal.
Peningkatan Kesehatan Anak Usia Dini dengan Penerapan Perilaku Hidup Bersih dan Sehat (PHBS) di TK Kecamatan Candi Sidoarjo Aulina, Choirun Nisak; Astutik, Yuli
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 3 No 1 (2019): Februari
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/aks.v3i1.1480

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The purpose of this community service is to increase the knowledge of teachers and parents about the importance of Clean and Healthy Behaviour (PHBS). Clean and healthy behavior is also a set of behaviours practiced by learners, teachers and the school environment community on the basis of awareness so that independently able to prevent disease, improve health, and play an active role in creating a healthy environment. This community service activity is carried out in kindergarten of Aisyiyah 6 and kindergarten of Riadhus Sholihin at Kecamatan Candi Sidoarjo. The Method used in implementing this community service undertaken to solve the existing problems for those partner schools, such as 1) Workshop on integrating the implementation of Clean and Healthy Behaviour (PHBS) in learning activities, 2) parenting activities about healthy food for children. The result of this community service activity is a school regulation which contains about eight indicators of school PHBS implementation, scheduling five supporting activities of school PHBS implementation, and children not snacking haphazardly.
Peningkatan Kompetensi Guru dalam Implementasi Pembelajaran Sains di Taman Kanak-Kanak Aulina, Choirun Nisak; Salim, Agus; Wulandari, Fitria
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 1 (2022): Februari
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/aks.v6i1.4671

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Sains sangatlah dekat dengan kehidupan anak usia dini. Bagi anak-anak belajar sains adalah segala sesuatu yang menakjubkan, sesuatu yang ditemukan dan dianggap menarik serta memberi pengetahuan atau merangsangnya. Pengenalan sains untuk peserta didik TK/PAUD lebih ditekankan daripada produk (fakta,. konsep, teori, prinsip, dan hukum). Kegiatan ini dilaksanakan di TK Aisyiyah 1 Kalidawir Tanggulangin Sidoarjo. Kegiatan simulasi sains sederhana belum diterapkan di TK Aisyiyah 7 Kalidawir di minimnya kompetensi guru tentang konsep pembelajaran sains pada anak usia dini serta belum adanya buku pedoman pembelajaran sains untuk anak usia dini. Selain itu juga karena keterbatasan alat, bahan, dan media yang ada di TK Sehingga dilakukan peningkatan kompetensi guru tentang pembelajaran sains pada anak usia dini dengan melakukan pelatihan dan pendampingan, penyusunan buku/modul pembelajaran sains untuk anak usia dini sebagai acuan guru dalam implementasi simulasi sains pada anak usia dini serta pemenuhan media, bahan dan alat penunjang agar dapat menerapkan simulasi sains sederhana bagi anak TK.
Snakes and Ladders Game Increases Counting Interest in Young Children: Permainan Ular Tangga Tingkatkan Minat Berhitung pada Anak Usia Dini Seftina, Putri Jelita Trio; Aulina, Choirun Nisak
Indonesian Journal of Education Methods Development Vol. 20 No. 3 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i3.862

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General Background: Early childhood education plays a crucial role in cognitive and skill development, where engaging learning methods are essential. Specific Background: Mathematical skills, particularly counting, are fundamental for early learners; however, conventional methods often fail to maintain children's interest. Knowledge Gap: Limited research explores the effectiveness of interactive games in fostering numeracy enthusiasm among preschoolers. Aims: This study aims to investigate the impact of the Snakes and Ladders game on enhancing counting interest in children aged 5–6 years at TK PKK Sendangagung. Results: A classroom action research (CAR) method was employed with 11 students, showing a significant increase in interest—from 7.38% in the pre-cycle to 35.79% in Cycle I and 81.25% in Cycle II. Novelty: Unlike previous studies, this research modifies the traditional Snakes and Ladders game by integrating movement-based learning, aligning with children's natural inclination toward play. Implications: The findings suggest that incorporating interactive and engaging educational tools can effectively boost children's motivation and cognitive development, providing a viable strategy for early childhood educators to enhance numeracy skills through play-based learning. Highlights: Interactive Learning Boosts Interest – The Snakes and Ladders game significantly enhances children's enthusiasm for learning to count, increasing engagement through play. Proven Effectiveness – Interest in counting rose from 7.38% (pre-cycle) to 81.25% (Cycle II), demonstrating the game's impact on early numeracy skills. Practical Implications for Educators – Play-based learning strategies can be an effective alternative to traditional methods, making math more enjoyable and accessible for young learners. Keywords: Interest Learning, Count, Old Children
Building Scientific Reasoning Using a Data Literacy Module in Higher Education Shofiyah, Noly; Wulandari, Fitria Eka; Aulina, Choirun Nisak; Prihatiningtyas, Suci; Nisa’, Khoirun; Nuzula, Janatul Firdausi
International Journal of Research and Community Empowerment Vol. 3 No. 2 (2025): August 2025
Publisher : Mitra Edukasi dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58706/ijorce.v3n2.p110-124

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Scientific reasoning is a fundamental skill that must be developed in higher education, particularly in science-related disciplines. However, existing learning resources often lack an explicit focus on data interpretation and evidence-based analysis, both essential for scientific reasoning. This study aimed to develop and evaluate the validity, practicality, and effectiveness of a data literacy-based e-module designed to enhance undergraduate students’ scientific reasoning skills. Employing a design and development approach based on the ADDIE model, the research included analysis, design, development, implementation, and evaluation stages. The e-module was developed by aligning curriculum needs, scientific reasoning indicators, and core data literacy principles. Content and construct validity were assessed through expert reviews, yielding high validity scores (above 3.7) and strong reliability (α = 0.83-0.94). Small-scale trials with undergraduate science education students demonstrated high levels of learning activity (72%-94%) and consistent student engagement throughout the learning phases. Students' scientific reasoning improved significantly, with N-Gain scores ranging from 0.49 to 0.74, categorized as moderate to high, particularly in indicators such as proportional thinking. Statistical tests indicated no significant differences between class groups, suggesting consistent effectiveness across cohorts. Student feedback was overwhelmingly positive, with agreement levels reaching 100% on most evaluation indicators. This research contributes to the advancement of pedagogical design by integrating data literacy into the scientific reasoning process, offering a replicable learning resources that can be adapted across science disciplines to better prepare students for data-driven scientific inquiry in the digital era.
Pengaruh Permainan Dan Penguasaan Kosakata Terhadap Kemampuan Membaca Permulaan Anak Usia 5-6 Tahun: The Effect of Games and Vocabulary Mastery on Beginning Reading Ability of 5-6 Years Old Children Aulina, Choirun Nisak
Pedagogia : Jurnal Pendidikan Vol. 1 No. 2 (2012): February - August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v1i2.36

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Penelitian ini bertujuan untuk mengetahui pengaruh permainan dan penguasaan kosakata terhadap kemampuan membaca permulaan anak usia 5-6 tahun. Permainan yang dimaksud adalah permainan scrabble dan permainan kartu gambar sedangkan penguasaan kosakata terdiri dari penguasaan kosakata tinggi dan penguasaan kosakata rendah. Hasil penelitian menunjukkan bahwa (1) terdapat perbedaan kemampuan membaca permulaan antara anak yang diberikan perlakuan permainan scrabble dan anak yang diberikan perlakuan kartu gambar, (2) terdapat pengaruh interaksi antara permainan dan penguasaan kosakata terhadap kemampuan membaca permulaan, (3) anak dengan penguasaan kosakata tinggi yang diberikan perlakuan permainan scrabble memiliki kemampuan membaca permulaan lebih tinggi daripada anak yang diberikan perlakuan permainan kartu gambar, (4) anak dengan penguasaan kosakata rendah yang diberikan perlakuan permainan kartu gambar memiliki kemampuan membaca permulaan relatif sama dengan anak yang diberikan perlakuan permainan scrabble.
Penanaman Disiplin Pada Anak Usia Dini: Instilling Discipline in Early Childhood Aulina, Choirun Nisak
Pedagogia : Jurnal Pendidikan Vol. 2 No. 1 (2013): February - August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v2i1.45

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Kedisplinan pada anak-anak adalah memberikan pengertian akan mana yang baik dan yang buruk. Pendidikan disiplin perlu di tanamkan pada anak bahwa berbuat kesalahan tentu mengandung sejumlah konsekuensi,untuk itulah fungsi hukuman dalam pendidikan anak. Disiplin merupakan perilaku nilai yang bisa dilakukan secara paksa dan bisa dilakukan dengan sukarela. Untuk anak usia dini, bentuk disiplin harus dilaksanakan secara sukarela dan melalui bermain. Guru, masyarakat dan orangtua adalah faktor-faktor adalah faktor-faktor yang paling berpengaruh untuk mendisiplinkan anak.
Pengaruh Bermain Peran Terhadap Kemampuan Sosial Anak Usia Dini: The Effect of Role Playing on Early Childhood Social Ability Aulina, Choirun Nisak
Pedagogia : Jurnal Pendidikan Vol. 4 No. 1 (2015): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v4i1.73

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Kemampuan sosial anak dapat digali dengan memperbaiki materi dan metode pembelajaran yang dilakukan oleh guru. Pembelajaran yang efektif bagi anak usia dini adalah melalui suatu kegiatan yang berorientasi bermain. Bermain peran merupakan metode pembelajaran yang memberikan kesempatan anak untuk mengembangkan imajinasinya dalam memerankan seorang tokoh agar mereka menghayati sifat-sifat dari tokoh atau benda tersebut. Dengan bermain peran anak mampu berlatih bersosialisasi, berkomunikasi dan berempati dengan anak-anak lain. Penelitian ini bertujuan: 1) Untuk mengetahui perbedaan kemampuan sosial antara anak yang diberikan perlakuan bermain peran dan anak yang tidak diberikan perlakuan bermain peran di TK Aisyiyah 6 Tanggulangin. 2) untuk mengetahui bagaimana pengaruh bermain peran dan tidak bermain peran terhadap kemampuan sosial anak. Penelitian ini pendekatan kuantitatif dengan jenis penelitian eksperimen kuasi (semu). Sampel penelitian 40 anak kelompok B TK Aisyiyah 6 Tanggulangin. Hasil penelitian menunjukkan dengan perlakuan bermain peran dan tanpa diberikan perlakuan bermain peran menunjukkan nilai Mann-Whitney U sebesar 1.000 dan nilai Wilcoxon W sebesar 211.00 dengan nilai signifikansinya sebesar 0.000. Karena nilai probabilitas jauh lebih kecil dari taraf signifikan 0,05 atau (0.000 < 0.05), maka kelompok eksperimen dengan perlakuan bermain peran jauh lebih baik dibanding kelompok kontrol yang tanpa perlakuan bermain peran terhadap kemampuan sosial anak usia dini di TK Aisyiyah 6 Tanggulangin.
The Effect of The Thematic Storytelling Method on The Reading Liteacy of Children 5-6 Years Old at Kindergarten: Pengaruh Metode Bercerita Tematik terhadap Literasi Membaca Anak Usia 5-6 Tahun di Taman Kanak-Kanak Chamidah, Yuyun; Aulina, Choirun Nisak
Indonesian Journal of Education Methods Development Vol. 18 No. 1 (2023): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v21i.704

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This study aims to determine the influence and how much influence the thematic storytelling method has on the reading literacy of children aged 5-6 years in InsanMandiri Kindergarten Sidoarjo. This research is an experimental research that requires experimental and control samples as data analysis. The population in this study was students at InsanMandiri Kindergarten, with a sample of 20 children each as an experimental sample and a control sample. Data collection techniques used are tests and documentation. Data analysis method using independent test t.Based on the results of the study obtained a significance value of 0.000 <0.05, it can be concluded that there is an average difference between the research samples. Meanwhile, from the mean, it can be seen that the test result score for the experimental class is 9.55 higher than the control class, which is 6.35. So it can be concluded that there is an effect of the thematic storytelling method on the reading literacy of children aged 5-6 years in TK InsanMandiriSidoarjo, amounting to 9.55. The student's thematic storytelling activity is stimulated to understand stories that have been read or heard, and it may help the student to answer questions about the reading and thus make it easier for the student to retell the reading or the story in his own language.
Increasing Ability to Recognize Letters Through Animation Media in Children Aged 5-6 Years in Kindergarten: Peningkatan Kemampuan Mengenal Huruf Melalui Media Animasi Pada Anak Usia 5-6 Tahun di Taman Kanakkanak Ayunda, Ervina Nela; Aulina, Choirun Nisak
Indonesian Journal of Education Methods Development Vol. 18 No. 2 (2023): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v22i.745

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The ability to recognize letters is the first step for children to be able to read, the ability to recognize letters well then the child tends to have the ability to read well too. This research is a classroom action research, with the object of Group B TK Dharma Wanita Persatuan Plaosan totaling 12 children. The writing of this study aims to determine the ability to recognize letters and the results of their improvement. Data collection techniques were carried out by means of observation, interviews and documentation. This research was conducted in 3 cycles, namely pre-cycle, cycle I and cycle II. Based on the results of the research that has been done, it can be seen that with animation media, the ability to recognize letters in children can be improved well with a significant increase in each cycle. The percentage value obtained in the first cycle reached a percentage of 56.5% but had not reached the success target, therefore it was carried out again in the second cycle which achieved a success percentage of 82.2%. Thus, it can be concluded that there is an increase in the ability to recognize letters through animation media in Dharma Wanita Persatuan Plaosan Kindergarten with a percentage reaching 82.2%.