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Peran Mahasiswa KKN di Nagari Simalanggang dalam Meningkatkan Karakter Remaja melalui Sosialisasi Bahaya NAPZA (Narkotika, Psikotropika, dan Zat Adiktif lainnya) Indra Yeni; Dinda Puspita Riny; Annisa Fitri; Ulfa Dwi Maysarah; Vena Meldy; M. Abid Firjatullah Rikit
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 3 No 2 (2025): Oktober - Desember
Publisher : CV. ITTC INDONESIA

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Abstract

Real Work Lectures (KKN) as a form of community service are vital for teaching young people about the risks associated with drug abuse (NAPZA). The research centers on an awareness campaign designed to highlight how social surroundings can shape teenagers' tendencies toward substance misuse. It delves into explanations of what drug abuse entails, its various forms, the consequences it brings, and methods to avoid it. To investigate how the initiative unfolded, a qualitative case study approach was employed, targeting two middle schools in Simalanggang. Information was collected via awareness sessions, direct involvement in observations, and record-keeping. The findings indicate that participants gained a deep grasp of NAPZA issues and practical ways to counteract them, while the campaign effectively inspired them to build better personal qualities.
Pengaruh Video Edukasi terhadap Penanaman Nilai-nilai Budaya Lokal pada Anak Usia Dini Susi Gusti Ayu; Indra Yeni; Asdi Wirman; Serli Marlina
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 6 No. 2 (2025): Desember
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v6i2.1560

Abstract

Penelitian ini bertujuan menganalisis pengaruh video edukasi terhadap penanaman nilai-nilai budaya lokal di Taman Kanak-kanak Negeri Sapta Marga 1 Pesisir Selatan. Permasalahan yang ditemukan adalah rendahnya penanaman nilai budaya lokal Kato Nan Ampek, khususnya Kato Mandaki dan Kato Mandata dalam keterampilan berbicara anak. Anak cenderung berbicara tanpa mempertimbangkan norma kesopanan sesuai tingkatan lawan bicara, baik kepada guru maupun teman sebaya. Hal ini menunjukkan pembelajaran budaya berbicara berakar adat Minangkabau belum tertanam optimal dalam kebiasaan anak. Keterbatasan media pembelajaran juga menjadi kendala dalam menanamkan nilai budaya lokal. Metode penelitian ini menggunakan pendekatan Kuantitatif dengan desain Quasi-Eksperimen. Populasi penelitian adalah seluruh anak Taman Kanak-kanak Negeri Sapta Marga 1 Pesisir Selatan berjumlah 44 orang dengan teknik pengambilan sampel Cluster Sampling pada kelas B2 dan B1 masing-masing 15 anak. Data dikumpulkan melalui teknik tes dan dianalisis menggunakan Uji Normalitas, Homogenitas, Hipotesis, dan Uji t. Hasil penelitian menunjukkan rata-rata Gain Score kelas eksperimen sebesar 9,4 dan kelas kontrol 5,4. Terdapat perbedaan signifikan antara kedua kelas, sehingga Hipotesis alternatif diterima. Kesimpulan penelitian menunjukkan bahwa penggunaan video edukasi berpengaruh signifikan terhadap penanaman nilai-nilai budaya lokal di Taman Kanak-kanak Negeri Sapta Marga 1 Pesisir Selatan.
PENINGKATAN KEMAMPUAN MENGENAL KONSEP BILANGAN MELALUI MEDIA MATCHING GAME PADA ANAK KELOMPOK B DI TAMAN KANAK-KANAK ISLAM AL-AMANAH PROVINSI BENGKULU Sri Praptini; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15250

Abstract

The purpose of this study is to improve children's ability to recognize number concepts through Matching Game media based on the Wordwall digital platform. This study is motivated by the low ability to recognize number concepts in Group B2 children at Al-Amanah Islamic Kindergarten, Bengkulu Province, which is caused by the use of learning media in understanding number concepts that tend to be conventional and monotonous. This type of research is Classroom Action Research (CAR) which is carried out in two cycles, where each cycle consists of planning, implementation, observation and reflection stages. The subjects of this study were 12 children from Group B2. Data collection techniques were carried out through observation of research instruments through checklists and action documentation. The results of the study showed a gradual and significant increase in children's cognitive abilities in each cycle based on the class percentage assessment criteria. In the initial conditions, the average ability of children's development scores only reached 13.3 with a class percentage of 47% (Sufficient category), and the classical completion level was at 25% (Poor category). After intervention at the end of Cycle I, the average score for children increased to 19.3, with a class percentage of 69% (Good category), and the classical completion rate climbed to 58% (Good category). Children's cognitive development reached optimal performance at the end of Cycle II, with an average class score of 24.4 and a class success rate of 87% (Very Good category). Similarly, the classical completion rate at the end of Cycle II successfully reached the absolute target of 100% (Very Good category), with all 12 students successfully completing the task with the grade of "Able." Based on these results, it can be concluded that the implementation of the Wordwall-based Matching Game media proved significantly effective in improving the ability to recognize number concepts in Group B2 children.
PENINGKATAN KEMAMPUAN BERBICARA ANAK MELALUI VIDEO ANIMASI DI TAMAN KANAK-KANAK NEGERI MODEL ARGAMAKMUR BENGKULU UTARA Widiawati Debora Tarigan; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15260

Abstract

This study aims to improve children's speaking skills through animated videos at the Argamakmur Model State Kindergarten, North Bengkulu, with the research subjects being 10 children in group A aged 4-5 years, in the 2025-2026 academic year. In this classroom action research, the researcher used the Kurt Lewin model of CAR, Kurt Lewin developed an operations research model for a system consisting of input, transformation, and output subsystems, the initial problems faced by individuals or groups of children were diagnosed, (Arif & Oktaviana, 2023). Classroom action research has been carried out by researchers in two cycles, each cycle the researcher conducted three meetings, each cycle consisted of 4 components that must appear in the series of classroom action research, namely planning, action, observation, and reflection, (Purnama, et al., 2020). The data collection techniques used by researchers were observation, interviews, and documentation, (Sridadi et al., 2026). The data analysis techniques used were descriptive qualitative and quantitative. Qualitative data were obtained from observations and reflections, while quantitative data were calculated as percentages to determine the increase in student activity in each cycle (Sridadi, 2026). From the overall results of observations, interviews, and documentation, it was found that 60% of children had not completed the initial observation, 30% had not completed the end of cycle I, and 10% had not completed the end of cycle II. The use of animated video media has been proven to improve children's speaking skills during the CAR process by 30% at the Argamakmur Model State Kindergarten, North Bengkulu.
PENINGKATAN KETERAMPILAN INTERAKSI SOSIAL ANAK MELALUI PERMAINAN ULAR TANGGA EDUKASI DI TAMAN KANAK-KANAK YAPIGUNA GUGUAK KABUPATEN LIMA PULUH KOTA Sri Indria Yunyul; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15265

Abstract

This classroom action research aimed to improve children’s social interaction skills through educational snakes and ladders games at TK Yapiguna Guguak, Lima Puluh Kota Regency. The study used the Kemmis and McTaggart classroom action research model consisting of planning, acting, observing, and reflecting stages conducted in two cycles. The subjects were 15 children aged 5–6 years. Data collection techniques included observation, field notes, documentation, and child development assessment sheets. The results showed an increase in children’s social interaction skills in every cycle. In the pre-action stage, only 33% of children achieved the criteria of Developing as Expected (BSH) and Very Well Developed (BSB). In Cycle I, the percentage increased to 60%, and in Cycle II it reached 86%. The improvement was seen in communication, cooperation, empathy, and social adaptation aspects. Educational snakes and ladders games provided opportunities for children to communicate, cooperate, wait for turns, obey rules, and build positive social relationships. Therefore, educational snakes and ladders games can be used as an effective and innovative learning method to improve early childhood social interaction skills.
PENINGKATAN KEMAMPUAN MENGENAL ANGKA ANAK USIA DINI MELALUI PERMAINAN LOMPAT ANGKA DI TAMAN KANAK KANAK PERTIWI II KABUPATEN LIMA PULUH KOTA Tati Murni; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15324

Abstract

This study was motivated by the low ability of early childhood learners to recognize numbers at TK Pertiwi II, Lima Puluh Kota Regency. Most children experienced difficulties in mentioning number sequences, recognizing number symbols, and matching quantities with the correct number symbols. The purpose of this study was to improve children's number recognition skills through a number-jumping game. This research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, conducted in two cycles consisting of planning, action, observation, and reflection stages. The participants were 15 children aged 5–6 years. Data were collected through observation, documentation, and field notes. The findings indicated a significant improvement in children's number recognition skills. The percentage of children achieving the categories of Developing as Expected and Very Well Developed increased from 33% in the initial condition to 60% in Cycle I and reached 86% in Cycle II. These results demonstrate that the number-jumping game is effective in improving number recognition skills in early childhood education.
PENGGUNAAN MEDIA AUDIO VISUAL DALAM MENINGKATKAN KEMAMPUAN BERHITUNG DI TAMAN KANAK-KANAK BINA BARU PROVINSI BENGKULU Anisah Hayanun; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15468

Abstract

Low learning interest and low engagement of children in the learning process have resulted in their low numeracy skills. This study aims to describe the application of audiovisual media as an effort to improve students' learning interest at Taman Kanak-Kanak Bina Baru. The method employed is Classroom Action Research (CAR) based on Kurt Lewin’s model, conducted in two cycles; each cycle consists of the stages of planning, action, observation, and reflection. The research subjects are children of Group B at Taman Kanak-Kanak Bina Baru, Bengkulu Province, for the academic year 2025/2026, comprising 15 children in total: 9 boys and 6 girls. Observation, assessment, and documentation are the data collection methods used by the researcher. The research results show an improvement in students' learning interest after the implementation of audiovisual media. The percentage of children achieving "very well-developed" competence in numeracy rose from the initial 13.3% (only 5 students) to 60.0% (9 students) after audiovisual media was applied in numeracy learning during Cycle II.
PENGARUH MEDIA HOPSCOTCH RING TERHADAP KEMAMPUAN GERAK LOKOMOTOR ANAK DI TAMAN KANAK-KANAK DARUL FALAH PADANG Shaniyah Aulia Putri; Indra Yeni; Farida Mayar; Tisna Syafnita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15996

Abstract

This study is based on observations showing that children's locomotor skills at Darul Falah Kindergarten, Padang, have not yet developed optimally. This is indicated by the children's low ability to maintain balance, hop on one leg, and lack of agility when walking and running. The purpose of this study was to determine the effect of the hopscotch ring on children's locomotor skills at Darul Falah Kindergarten, Padang. This study was quantitative with a quasi-experimental method. The study population was all children at Darul Falah Kindergarten, Padang. The sampling technique used purposive sampling, with B1 selected as the experimental class and B3 as the control class, with 13 children in each class. Data were collected through testing, documentation, and observation. Data analysis included normality tests, homogeneity tests, and hypothesis tests. The data were then processed using a t-test. Based on the research results, the average pre-test score for the experimental class was 15.07, while the average post-test score was 21.46. The average pre-test score for the control class was 14.07 and the average post-test score for the control class was 18.15. A t-test was then conducted, with a value less than the 0.05 criterion, namely 0.003. Thus, there was a significant difference between the experimental and control classes. The results of this study indicate that the use of hopscotch rings has an effect on the locomotor skills of early childhood. Keywords: Early Childhood, Locomotor Skills, Hopscotch Ring
PENERAPAN TARI BATOK DI TAMAN KANAK-KANAK ADHYAKSA PADANG Sahrani Asiva; Indra Yeni; Farida Mayar; Yul Syofriend
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.16000

Abstract

This study aims to describe the implementation of batok dance at Adhyaksa Padang Kindergarten, including activity planning, training stages, and factors supporting its success. The study used a descriptive qualitative approach. The research informants consisted of school principal and teachers involved in batok dance activities. Data collection techniques were conducted through observation, interviews, and documentation. Data analysis was conducted through data reduction, data presentation, and drawing conclusions. The results of the study showed that the implementation of batok dance had been planned systematically through the preparation of school programs, teaching modules, activity objectives, selection of movements that were appropriate to the characteristics of the children, and scheduling of exercises. The training stages are carried out in stages starting from the introduction of coconut shells, basic movements, practice with musical accompaniment, to evaluation. Factors supporting the success of the activity included children’s motivation teacher competence, parental support, the availability of facilities and infrastructure, the use of music, and a school environment that supports children’s artistic development. The coconut shell dance not only functions as an artistic activity but also contributes to the development of kinesthetic intelligence, creativity, and self confidence in early childhood.
PENGARUH ANIMASI STORYTELLING TERHADAP PERILAKU PROSOSIAL PADA ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK IKHLAS KOTA PADANG Reva Aprilia; Indra Yeni; Rakimahwati; Vivi Anggraini
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17071

Abstract

This study aimed to determine the effect of storytelling animation on prosocial behavior in children aged 5-6 years at Taman Kanak-kanak Ikhlas Padang City. This research was motivated by the problem of prosocial behavior in children aged 5-6 years that had not developed optimally. Based on initial observations, 13 out of 20 children were unable to share voluntarily, 14 out of 20 children could not respond spontaneously when their friends were in difficulty, and 15 out of 20 children were not actively involved in group activities. This research employed a quantitative approach with a quasi-experimental method (nonequivalent control group design). The sample consisted of Class B1 as the experimental group and Class B2 as the control group, each comprising 10 children. Data were collected using an observation instrument with 6 statement items covering aspects of sharing, helping, and cooperating, then analyzed through normality testing (Shapiro-Wilk), homogeneity testing (Levene), and hypothesis testing (Independent Samples Test) using SPSS version 27. The results showed that the mean score of the experimental group increased from 9.8 on the pre-test to 20.1 on the post-test with a gain score of 10.3, while the control group increased from 9.4 to 13.5 with a gain score of 4.1. The hypothesis test showed a significance value (2-tailed) of 0.000 < 0.05, meaning the alternative hypothesis (Ha) was accepted. It is concluded that storytelling animation has a significant effect on the prosocial behavior of children aged 5-6 years at Taman Kanak-kanak Ikhlas Padang City.