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PEMANFAATAN ALAT PERMAINAN EDUKATIF ULAR TANGGA DALAM PENERAPAN PEMBELAJARAN TEMATIK DI KELAS III SD Aini Indriasih
Jurnal Pendidikan Vol. 16 No. 2 (2015)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.545 KB) | DOI: 10.33830/jp.v16i2.343.2015

Abstract

Games as tools in education is one of the media-based simulation designed to stimulate the existing problems, in order to obtain the essence of science that can be used to solve the problem. This research was conducted with the purpose of implementing the thematic-based character education by utilizing the tools of educational games. The results of this study are expected to provide an alternative activity to play in learning process and cultivate children to skillfully handle the problem independently, encouraging teachers to be more creative in educating the children with media interest and in accordance with the children's development. This study used a quasi-experimental design. The data collection technique used was the test and observation guidelines. Implementation of research had been done in class III SD 02 Temulus in Distric of Kudus in central of Java. The research result showed that the activity of students in the learning was 84 which is very active. The result of learning process skills was 81, while learning completeness score was 88. The test results influenced the activity of the students’ learning as big as 0,684. There was still 0,352 of variance which was influenced by other variables. The influence of skills in the learning process of students to the students test scores was 0,616. It means, there are other variables which influence the test scores as big as 0,384. Comparative tests between pre-test and post-test (t test) was t = 12,2*, means that there was difference in learning outcomes before and after treatment. Alat permainan edukasi adalah salah satu media berbasis simulasi didesain untuk menstimulasikan permasalahan yang ada, sehingga diperoleh esensi ilmu yang dapat digunakan untuk menyelesaikan masalah.Penelitian ini dilakukan dengan tujuan menerapkan pendidikan karakter berbasis tematik dengan memanfaatkan alat permainan edukatif. Hasil penelitian ini diharapkan dapat memberikan alternatif kegiatan bermain sambil belajar dan membudayakan anak untuk terampil mengatasi masalahnya secara mandiri, mendorong guru untuk dapat lebih kreatif membelajarkan anak dengan media yang menarik dan sesuai dengan perkembangan anak. Penelitian ini menggunakan desain quasi eksperimen (eksperimen semu). Sedangkan teknik pengumpulan yang digunakan adalah tes dan pedoman observasi. Pelaksanaan penelitian dilakukan di kelas III SD02 TemulusKabupaten Kudus. Dari hasil penelitian diperoleh nilai keaktifan siswa dalam pembelajaran sebesar 84 dengan kriteria sangat aktif. Adapun nilai keterampilan proses dalam pembelajaran sebesar 81 dengan kriteria terampil, sedangkan ketuntasan belajar diperoleh skor 88. Dari hasil uji pengaruh keaktifan terhadap hasil belajar diperoleh skor 0,684 yang artinya masih ada pengaruh dari variabel lain sebesar 0,352. Sedangkan pengaruh keterampilan proses siswa dalam pembelajaran diperoleh skor 0,616 sehingga masih ada pengaruh variabel lain sebesar 0,384. Uji banding sebelum dan sesudah perlakukan (uji t) diperoleh nilai t = 12,2 < 0,05 dapat diartikan bahwa ada perbedaan hasil belajar sebelum dan sesudah perlakuan.
PENERAPAN QUANTUM TEACHING MELALUI STRATEGI GROUP STUDY BERBANTUAN MODUL Aini Indriasih
Jurnal Pendidikan Vol. 12 No. 1 (2011)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (141.684 KB) | DOI: 10.33830/jp.v12i1.480.2011

Abstract

In the teaching and learning process there is a strong interrelationship of teachers, students, curiculum, equipment and infrastructure. The teacher is to select models and media which are appropriate to the learning material and hopefully this will stimulate students interest in learning. This study of modular quantum teaching is an experimental research as an alternative to overcome teachersproblems in achieveing the learning objectives, especially in the learning of social science in elementary schools. Study was done in the Elementary Schools 06 of Cendono Kudus in 2010. The samples were taken through a cluster sampling technique and assigned into an experimental group and a control group. The data of activeness and process skills were taken through observation and achievement test. The obtained data were descriptively presented and analyzed through variant analysis. The study showed that the learning activeness of modular quantum teaching group was categorized as learning active. Meanwhile the process skills and learning activeness of expository group were categorized as skilful. Based on the test of influence, process skills, motivation and students activeness of modular quantum teaching group had 4.9% of influence and other factors had 95.1% of influence. The t-test showed different learning achievement of the two groups. The mean score of experimental group was higher than that of control group.
PENERAPAN PEMBELAJARAN KOOPERATIF JIGSAW UNTUK MENINGKATKAN HASIL BELAJAR IPS Dl SD AIni Indriasih UPBJJ-UT Semarang Jalan. Kelud Utara III, Semarang Aini Indriasih
Jurnal Pendidikan Vol. 10 No. 2 (2009)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2346.896 KB) | DOI: 10.33830/jp.v10i2.611.2009

Abstract

This study aims to idenfify the effectiveness of cooperative leaming of Jigsaw and STAD models at elementary school students. Specifically this study aims to (i) identify the learning activities of students in Jigsaw and STAD model, and (ii) identify the effect of cooperative learning on student outcomes, and (iii) identify the effects of cooperative leaming on social skills on elementary school students. Subjects are fourth grade elementary school student of SD Sambungan 01 and 02 in Sub District of Undaan in Kudus Regency, was randomly selected through cluster sampling technique includes two experimental groups. lt consists of 20 students for STAD model and 21 students for Jigsaw model. Collecting the data in the form of student leaming outcomes conducted during the 2009.1 academic year through tests and non test. Data was analyzed using ANOVA and testing requirements through the normality test and homogeneity of variance. Data processing activities and skills gained through observation and then be processed through descriptive analysis. Research results revealed that the implementation of cooperative learning model of Jigsaw and STAD model was capable to improve student learning activities. While the use of both models show that students only skillful in capturing the concept. The value of the influence of process skills with Jigsaw model is 59.6%, and with the STAD model is 55.5%). Average yield study showed significant differences that Jigsaw model is better than STAD model. This means that the Jigsaw model is more able to improve student leaming activity compared with STAD model. It is concluded that the Jigzaw model is better than STAD model. Teachers are advised to apply Jigsaw method of cooperafive learning model as an altemative to teaching in the classroom.
Pengaruh Keterampilan Motorik di Sekolah dan Rumah terhadap Kreativitas Anak Usia Dini Aini Indriasih; Sumaji Sumaji
ThufuLA: Jurnal Inovasi Pendidikan Guru Raudhatul Athfal Vol 9, No 1 (2021): ThufuLA: Jurnal Inovasi Pendidikan Guru Raudhatul Athfal
Publisher : PIAUD IAIN Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/thufula.v9i1.9827

Abstract

Abstrak: Tujuan penelitian ini adalah untuk mengetahui pengaruh ketrampilan motorik di rumah dan sekolah terhadap kreatifitas anak usia dini. Jenis penelitian ini adalah penelitian kuantitatif. Penelitian ini dilakukan di TK Pertiwi Prambatan Lor Kabupaten Kudus. Subjek penelitiannya  siswa  kelompok A yang berjumlah 30 anak. Teknik pengumpulan data tes dan oobservasi. Sebelum dilakukan analis data terlebih dahulu dilakukan uji prasyarat yaitu uji normalitas dan homogenitas. Analis data dalam penelitian ini dilakukan pengujian signifikansi Uji t digunakan untuk mengetahui pengaruh masing-masing variabel independen terhadap variabel dependen. Hasil penelitian menunjukkan bahwa (1)  berdasarkan hasil perhitungan diperoleh nilai Fhitung sebesar 29,529 dengan tingkat signifikansi sebesar 0,000. Niali signifikansi F hitung lebih kecil dari 0,05, maka dapat disimpulkan bahwa Motorik di Sekolah (X1), Motorik dirumah (X2) berpengaruh terhadap kreatifitas siswa, (2) pengaruh Motorik di Sekolah terhadap kreatifitas siswa. Pengujian hipotesis pertama (H1) memiliki nilai X1= 0,850 dengan tingkat signifikansi sebesar 0,000 (sig<0,05), sehingga H1 diterima. Jadi variabel Motorik di Sekolah berpengaruh positif pada kreatifitas siswa. (3) pengaruh Motorik di rumah terhadap kreatifitas siswa. Pengujian hipotesis pertama (H1) memiliki nilai X2= 0,110 dengan tingkat signifikansi sebesar 0,000 (sig<0,05), sehingga H1 diterima. Jadi variabel Motorik di siswa berpengaruh positif pada kreatifitas siswa.
PENGEMBANGAN E-COMIC SEBAGAI MEDIA PEMBELAJARAN UNTUK MENINGKATKAN KECAKAPAN HIDUP ANAK USIA DINI Aini Indriasih; Sumaji Sumaji; B. Badjuri; S. Santoso
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 10, No 2 (2020): Refleksi Edukatika : Jurnal Ilmiah Kependidikan (Juni 2020)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v10i2.4228

Abstract

This study aims to develop e-comics as a learning medium to improve life skills of young children. The approach used is research and development. This research method is a mixed methods design. The subjects in this study were kindergarten students group B, teachers and head master Batik Kindergarten Kudus. Data collection techniques were carried out using questionnaires, observations, interviews, and documentation. e-comic was developed referring to the stages of development carried out by Borg and Gall. The results showed that e-comic learning media is feasible to be applied in learning to improve early life skills of children. Quantitatively, the assessment of material experts is (3.87) in either category. Expert assessments are based on curriculum appropriateness, correctness of content and ways of presenting the material included in both categories), and media expert assessments obtained scores (4.0) media expert assessments are based on production considerations, visual design, and technical quality, scores (4.0) in either category. While the assessment given by students in the field test stage (3.88), wider field test (3.99), and operational test (3.91), the acquisition of the score indicates that the e-comic learning media is categorized as good, which means that e-comic learning media are effectively used to improve early life skills. Qualitatively, e-comic media as a learning medium to improve life skills can attract students' attention to learning, facilitate student learning, and stimulate students to remember material more easily.
Pengaruh Kecerdasan Intelektual, Kecerdasan Emosional, Dan Kecerdasan Spiritual Terhadap Pemahaman PKP Mahasiswa PGPAUD UPBJJ UT Semarang Badjuri Badjuri; Aini Indriasih; Sri Sumiyati
INOPENDAS: Jurnal Ilmiah Kependidikan Vol 2, No 1 (2019): Inopendas : Jurnal Ilmiah Kependidikan (Februari 2019)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jino.v2i1.3442

Abstract

The purpose of this study was to determine the effect of intellectual intelligence, emotional intelligence and spiritual intelligence on PKP understanding and supporting theories. This study uses a Likert model questionnaire instrument, observation, and documentation as a method of data collection. The sample is taken from the population, that is, all PAUD students who take PKP courses at UT Semarang UPBJJ in 2018.1 with a quota sampling technique. Test the validity of the instrument using the Product Moment correlation coefficient, and the reliability test using Cronbach Alpha. The results of the study provide the conclusion that there is an influence between intellectual intelligence on the understanding of PFM by 33%, while Emotional intelligence has an influence of 3.3% on the understanding of PFM and Spiritual intelligence gives an influence of 5.6%. When viewed together, the lack of intelligence gives an effect of 12.2% on the understanding of PKP of PGPAUD students in UPBJJ Semarang.
PENINGKATAN KESEJAHTERAAN MASYARAKAT MELALUI GERAKAN MANDIRI PANGAN DI RT 5 RW I DESA PRAMBATAN LOR KABUPATEN KUDUS Aini Indriasih; Yuli Haryati; Dian Ayu Uswatun Hasanah; Einstivina Nuryandani; Edi Prayitno
Jurnal Pemberdayaan Masyarakat dan Inovasi Vol 1 No 2 (2022)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (743.304 KB) | DOI: 10.47668/join.v1i2.437

Abstract

The independent food movement has become a global issue. Fulfillment of food for every household is a goal as well as a target for food security in the region and nationally. This can be done from strengthening food security at the family level by realizing family food independence. Family food independence is carried out by utilizing the yard of the house. The problem occurs when the yard area is decreasing. The narrowness of the land resulted in the interest and attention of residents to continue the culture of utilizing the yard is decreasing and even being forgotten. To overcome this, a systemic and systematic strategy is needed to revive the culture. Re-actualization efforts are needed to revive the culture of planting in the yard. PkM activities aim to improve the socio-economic conditions of the residents by setting aside a little time and energy to cultivate the yard into a source of family food security. The activity was carried out in Prambatan Lor Village, Rt 05 Rw I, Kaliwungu sub-district, Kudus district. Stages of activity: 1) site survey/licensing, 2) theoretical training 3) practical training and 4) monitoring and evaluation. The results of the monitoring carried out showed that the vegetables were starting to grow, while the catfish were in the growth stage. The results of the interview partners felt happy to get new knowledge and were helped in using the yard as a sustainable food house.
PELATIHAN PEMBUATAN APE DENGAN BAHAN SEDERHANA PADA GURU PAUD/TK Yuli Haryati; Aini Indriasih; Ismartoyo Ismartoyo; Sri Sumiyati
Jurnal Pemberdayaan Masyarakat dan Inovasi Vol 1 No 3 (2022)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/join.v1i3.486

Abstract

Berbagai kegiatan telah dilakukan Universitas Terbuka (UT) sebagai salah satu Perguruan Tinggi Negeri di Indonesia agar dapat lebih dikenal dan mempuyai peran penting di masyarakat. Salah satu yang harus dilaksanakan kaitannya dengan Tri Darma Perguruan Tinggi adalah kegiatan Pengabdian kepada Masyaraka (PkM). Tim PkM UT Semarang telah melakukan kegiatan di sekitar kantor UT Semarang yaitu di kelurahan Mangkang Wetan. Pemberian pelatihan kepada guru TK/PAUD ini berdasarkan survey/ pengamatan yang kami lakukan pada lembaga PAUD/TK yang ada di sekitar Kantor UT Semarang. Tujuannya agar guru-guru PAUD/TK tersebut dapat menciptakan media/APE sendiri sehingga muncul kreativitasnya demi kemajuan perkembangan pendidikan pada anak usia dini yang memerlukan berbagai media/alat permaianan dalam pembelajarannya. Untuk mengetahui kreativitas dari para guru setelah mengikuti pelatihan, maka tim PkM mengadakan lomba pembuatan APE sederhana bagi masing-masing kelompok dengan mempraktikkan serta mengembangkan apa yang sudah mereka peroleh selama mengikuti pelatihan.
Digital Comic Development to Improve Life Skills in Early Children Aini Indriasih
Buana Pendidikan Jurnal Fakultas Keguruan dan Pendidikan Universitas PGRI Adi Buana Surabaya
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/bp.vol19.no1.a6589

Abstract

This research aims to develop digital comics as a learning medium to improve early childhood life skills. The approach used is research and development, with the mixed methods design, between qualitative and quantitative methods used in an integrated and complementary manner. The subjects in this study were kindergarten students at Batik Kindergarten, Kudus district. The collection techniques used were questionnaires, observations, interviews, and documentation. Digital comics developed refers to the development stages carried out by Borg and Gall, which consist of four stages: a preliminary study, development, field testing, and product dissemination and socialization. Digital comic learning media can be applied in learning to improve early childhood life skills. Quantitatively, the assessment of material experts is (3.87) in the excellent category. Expert's review is based on the suitability of the curriculum, the truth of the content and the method of presenting the material are included in the excellent category). The media expert's assessment obtained a score of (4.0) the media expert's review is based on considerations of production, visual design, and technical quality, with a score of (4.0) in the excellent category. While the assessment given by students at the field test stage (3.88), the field test is broader (3.99), and the operational test (3.91), the score shows that digital comic learning media is categorized as good, which means that digital comic learning media is effectively used to improve early childhood life skills. Qualitatively, digital comic media as a learning medium to enhance life skills can attract students' attention to learning, facilitate student learning, and stimulate students to remember the material more easily.
The Effectiveness of The Use of Whiteboard Animation Media to Improve The Ability to Design Classroom Action Research Aini Indriasih
Al-Mada: Jurnal Agama, Sosial, dan Budaya Vol 6 No 2 (2023): Islamic Culture
Publisher : LPPM Institut Pesantren KH. Abdul Chalim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/almada.v6i2.3225

Abstract

Complaints about the lack of Open University tutors using learning media in tutorials impact the low quality of the final results of the Class Action Research course. This research aims to improve the ability of students to design classroom action research. Data was collected through a questionnaire given to Elementary School Teacher Education Students in Pati Districts. Qualitative data analysis is processed descriptively to determine the validity of media material whiteboard animation and its usefulness. The results showed that Whiteboard Animation media as a tutorial media for Class Action Research courses was able to increase motivation and help in learning. Whiteboard animation media positively influences students' ability to design classroom action research. This positive influence is shown through the rerata value achieved by the class utilizing Whiteboard Animation of 88.52 compared to the average value of 72.63 in the class without using media whiteboard animation.