Claim Missing Document
Check
Articles

Found 35 Documents
Search

Design and Development of Question Data Base and Simulation Tryout System Based on Mobile Apps to Enhance Student Learning Outcomes Yafie, Evania; Tirtaningsih, Munaisra Tri; Atmoko, Adi; Sari, Zihan Novita
Jurnal Pendidikan Indonesia Vol 14 No 3 (2025): September
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v14i3.92829

Abstract

One of the most pressing issues in teacher education is the relatively low graduation rate of students enrolled in these programs. This is due to a lack of in-depth knowledge and proficiency in responding to the content and format of teacher certification exams. This study aims to develop a question database and a mobile application-based tryout system to improve student learning outcomes, thereby reducing the graduation rate of teacher education program students. This study employs a development research approach based on the ADDIE model. The research subjects include 120 students for needs analysis, three experts in media, content, and instructional design, and one expert for system feasibility testing. Data collection methods utilize two primary instruments: expert validation and learning outcome tests. The data obtained were then analyzed quantitatively. The research results indicate that the Question Database and Mobile App-Based Practice Test System met validity criteria, with an average score of 94% for media expert validation, 90% for content expert validation, and 93% for instructional design validation. The system feasibility test indicated that the question database application and mobile app-based tryout system were rated “successful” in every application component. This indicates that the application is suitable as a simulation tool for students in the teacher education program. Hopefully, this application can improve learning outcomes and increase the graduation rate among students in the teacher education program.
Pengembangan Permainan Edukatif Ular Tangga “Eduta” Untuk Menstimulasi Aktivitas Gerak Anak Usia 5-6 Tahun Maryamah, Elisa; Pramono; Tirtaningsih, Munaisra Tri
Innovative: Journal Of Social Science Research Vol. 4 No. 5 (2024): 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.v4i5.14219

Abstract

Snakes and ladders game is a board game divided into several boxes and in the box contains a picture of a number of ladders and snakes that connect to other boxes using ball numbers to determine how many steps the pieces must take. The purpose of the study was to determine the ability of children's motor activity through educational games and the feasibility of the educational game snakes and ladders "eduta". This study uses the Research and Development (R&D) method by synthesizing several proven research and development models, namely the Ploom Model (2007), the Kemp Model (2004), the Hanafin and Pack Model (1998) and the Borg and Gall model (1989, p.624) the development steps used include: 1) Needs analysis stage; 2) The desired aspirational model stage for early childhood education educators; 3) developing an initial or hypothetical model; 4) conducting expert testing of this prototype; 5) conducting small-scale testing of the test usage model, and 6) conducting field trials. Data obtained from experts include game experts, motor experts, and user experts (teachers). The instruments used in this research method are questionnaires and observation sheets. The data analysis techniques used are qualitative and quantitative analysis. The results of expert validation are as follows: (1) 93.725% stated by motor experts that the educational game of snakes and ladders is very valid, efficient, safe, and interesting to use, (2) 89.805% stated by game experts that the educational game of snakes and ladders is very valid, efficient, safe, and interesting, (3) 77.75% stated by user experts that the educational game of snakes and ladders is very valid, efficient, safe, and interesting. In the small group test, the following data were obtained: (1) 98.3% this educational game of snakes and ladders is safe for children aged 5-6 years, and in the large group test, the following data were obtained: (2) 97.8% this educational game of snakes and ladders is very suitable for use for children aged 5-6 years.
Development of a Child-Friendly School Training Center (CFSTC) Model to Improve Teachers’ Ability to Handle Aggressive Behavior of Kindergarten Children: A Quasi-Experimental Study Yafie, Evania; Atmoko, Adi; Tirtaningsih, Munaisra Tri; Widianingsih, Rina Mukti; Azizah, Suti Mega Nur
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 3 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i3.6898

Abstract

This study developed and evaluated a Child Friendly School Training Center (CFSTC) Model aimed at improving teachers’ skills in managing aggressive behavior in kindergarten children. Utilizing a quasi-experimental design, nine teachers at TK Kemala Bhayangkari 11 Tumpang underwent training and were assessed through pre- and post-tests. The results demonstrated significant improvements in teachers’ understanding of child-friendly practices. Scores for “Introduction to Child Friendly School” increased from 71.5 to 85 (t = 3.923; p = 0.001), “Types of Aggressive Behavior” from 68 to 79 (t = 4.134; p = 0.000), and “Causes of Aggressive Children” from 70 to 83 (t = 3.123; p = 0.025). Validity and reliability tests (r-count > 0.25; Cronbach’s alpha > 0.60) confirmed robust measurement. The CFSTC Model’s structured modules, group discussions, and simulations enhanced teachers’ ability to identify aggression and implement child-friendly interventions. These findings underscore the efficacy of targeted professional development in fostering safe, empathetic learning environments. By integrating child-friendly strategies, educators can more effectively address early aggressive behaviors and support socioemotional growth. This study provides evidence that a structured training approach can be instrumental in reducing aggression and improving the overall classroom climate in early childhood education.
MPLEMENTASI PERMAINAN KARTU KREATIF SEBAGAI MEDIA BELAJAR PADA ANAK USIA DINI Pramono, Pramono; Putra, Yudhitia Dian; Sutama, I Wayan; Tirtaningsih, MunaisraTri; Galuh, Ajeng; Badzlin, Safira
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 4 (2024): Volume 5 No. 4 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i4.18779

Abstract

Dunia anak adalah dunia bermain, belajarnya anak sebagian belajar melalui bermain permainan yang mereka lakukan. Belajar melalui bermain inilah pola hubungan yang paling ideal antara belajar dan bermain. Bermain sambil bermain adalah lebih mengutamakan belajar daripada permainan. Bermain hanya sebatas sarana, bukan sebagai tujuan. Permainannya bisa dalam bentuk apa saja, salah satunya permainan kartu kreatif untuk meningkatkan rasa percaya diri anak. Kartu kreatif  memberikan manfaat memberikan atau menciptakan inovasi pembelajaran yang efektif dan menyenangkan dan. Dalam aktivitas gerak memberikan banyak kegiatan untuk mengembangkan kreatifitas pada anak usia dini, menggunakan bergabai aktivitas dengan motorik kasar maupun motork halus. Adapun permainan yang dipilih disesuikan dengan tingkat pertumbuhan dan perkembangan pada anak. Ketercapaian semua kegiatan aktivitas pada anak tidak lepas dari perhatian jangka Panjang yang diperagakan oleh anak, mulai dari Gerakan-gerakan tangan dan Gerakan-gerakan lainya serta perpaduan atau pengorganisasian antara gerakan motorik kasar dan motorik halus.Pelaksanaan pembuatan kartu kreatif  bagi orang tua dan guru PAUD Matahari Tegalgondo yang bertujuan untuk memenuhi permintaan pendidik paud matahari dalam proses pembelajaran untuk meningkatkan aktivitas gerak dalam pemebalajaran pengembangan fisik motorik anak usia dini. Permainan kartu kreatif sebagai media belajar pada anak usia dini sangat membantu pada proses pembelajaran aktivitas gerak pada anak usia dini di PAUD Matahari
Abhinaya Circuit Video Media in Online Learning to Train Physical-Motor Ability of Early Childhood: A Developmental Studies Erfira Ramadhanty; Retno Tri Wulandari; Munaisra Tri Tirtaningsih
Jurnal Pendidikan Anak Vol 4 No 1 (2022): Child Education Journal: April
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v4i1.2824

Abstract

This study aims to develop an Abhinaya Circuit video game media suitable for training gross motor skills in early childhood. This research uses Research and Development research. The method applied in this research refers to the Borg and Gall method, which consists of 10 research steps. In this study, only eight steps were applied; (1) conducting a needs analysis, (2) planning, (3) developing a product design at the beginning, (4) validating the developed product design, (5) revising the product design, (6) conduct trials, (7) revise the product (8) Production. The collected data in this study using observation, interview, and documentation techniques. Data analysis in the form of descriptive quantitative. The results of this study were obtained: (1) the feasibility test results of the Abhinaya Circuit video media were carried out by two validators, namely media expert lecturers and early childhood physical-motoric lecturers. The media expert validator research results are 83.6% with valid criteria and can be used with a little revision. The results of the instrument validation of children's motor physicists were 94.6%, with very valid criteria so that they could be used without revision. (2) The results of product trials in terms of 3 aspects of safety, convenience, and attractiveness (zig-zag running, crawling, throwing balls, cranks, shuttle runs) obtained a total percentage of 94.6%, which was included in the feasible category. Based on the results of the research that has been done, it can be concluded that the Abhinaya circuit media is safe, easy and interesting and can be used as an alternative to stimulate gross motor skills in early childhood, especially children aged 4-6 years.