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PENGARUH PENGGUNAAN MEDIA DIGITAL TERHADAP KESIAPAN MENULIS ANAK Emisa Reski Rusawalsep; Sri Wulan; Herlina Usman
Jurnal Ilmiah POTENSIA Vol 8 No 2 (2023): JULI
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jip.8.2.292-303

Abstract

Perkembangan literasi pada anak terkait dengan kesiapan menulis anak. Kesiapan menulis penting bagi anak karena ketika anak mengalami kesulitan menulis biasanya anak akan cenderung menghindari atau menolak berbagai kegiatan motorik halus dan yang menggunakan pensil. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh penggunaan media digital terhadap kesiapan menulis anak. Metode penelitian ini menggunakan pendekatan kuantitatif dengan metode survei. Penelitian ini dipilih agar dapat memperoleh data hasil eksplorasi tentang kesiapan menulis anak yang memiliki intensitas tinggi dalam menggunakan media digityal. Responden penelitian yaitu orang tua dan guru anak usia dini. Sumber data pada penelitian ini adalah 59 orang anak yang orang tuanya menjadi responden dalam mengisi kuisioner memberikan jawaban bahwa usia anak yang paling tinggi dalam penggunaan media digital pada anak usia 5 tahun. Dari survei dipilih 4 orang anak yang memiliki intensitas tinggi dalam menggunakan media digital seperti gadget dari 3 jam hingga lebih dari 4 jam dalam sehari yang akan menjadi subjek penelitian mengenai kesiapan menulis. Hasil penelitian ini menunjukan bahwa anak yang memiliki intesitas tinggi dalam penggunaan media digital yang berlebihan memiliki kesiapan menulis yang rendah
Enhancing Children's Vocabulary Mastery Through Storytelling Moon Hidayati Otoluwa; Rasuna Rasid Talib; Rosalin Tanaiyo; Herlina Usman
Jurnal Pendidikan Usia Dini Vol 16 No 2 (2022): Jurnal Pendidikan Usia Dini Volume 16 Number 2 November 2022
Publisher : Program Studi Magister Pendidikan Anak Usia Dini

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (210.531 KB) | DOI: 10.21009/JPUD.162.05

Abstract

Significant language development differences occur in preschoolers, resolving these differences is a key objective of preschool education because young children's language abilities at the start of school, particularly their vocabulary abilities, are a strong predictor of later academic ability. Storytelling is one of the methods used to teach English, it makes the learning environment more interesting, energetic, and conversational. This study aims to examine storytelling in increasing children's vocabulary. The research method is a case study that uses observation, interviews, and documentation as data collection tools. The participants are an English teacher and seven children aged 4-5 years. Although, many early childhoods English teachers state that one of the weaknesses of children in learning English is a lack of vocabulary mastery because it can hamper the learning process. The findings show that storytelling is effective in increasing children's vocabulary. Vocabulary is the foundation for improving children's ability to speak English, both orally and in writing. Second language vocabulary is important to learn and develop for the quality of early childhood learners in language education. Keywords: early childhood, vocabulary, storytelling References: Agosto, D. E. (2016). Why Storytelling Matters: Unveiling the Literacy Benefits of Storytelling. Children and Libraries, 14(2), 21. https://doi.org/10.5860/cal.14n2.21 Chubb, J., Missaoui, S., Concannon, S., Maloney, L., & Walker, J. A. (2022). Interactive Storytelling for Children: A Case-Study of Design and Development Considerations for Ethical Conversational AI. Int. J. Child-Comp. Interact., 32(C). https://doi.org/10.1016/j.ijcci.2021.100403 Dewi, E. N. F., Hasanah, N., & Nurul, M. F. (2022). Enhancing Students’ Vocabulary Through Story Telling. EDULEC JOURNAL: Education, Language, and Culture. Egan, K. (1989). Teaching as Story Telling: An Alternative Approach to Teaching and Curriculum in the Elementary School. University of Chicago Press. https://books.google.com.mt/books?id=zNdLGAPzQT8C Ekawati, A. D. (2022). The Implementation of Total Physical Response (TPR) to Improve Student’s English Vocabulary During Pandemic. English Journal, 16(1). Fadli, M. R. (2021). Understand the design of qualitative research methods. humanics, [Memahami desain metode penelitian kualitatif]. Humanika, 21(1). Isik, M. A. (2016). The Impact of Storytelling on Young Ages. European Journal of Language and Literature Studies Articles, 2, 3. Kaur, A., Young, D., & Kirkpatrick, R. (2016). English Education Policy in Thailand: Why the Poor Results? In R. Kirkpatrick (Ed.), English Language Education Policy in Asia (Vol. 11, pp. 345–361). Springer International Publishing. https://doi.org/10.1007/978-3-319-22464-0_16 Khudhair, N. K., & Alnoori, B. S. M. (2017). Investigating EFL Preparatory School Teachers’ Perceptions Toward Using Storytelling Technique. Route Educational and Social Science Journal, 4(6). Kristiawan, D., Ferdiansyah, S., & Picard, M. (2022). Promoting Vocabulary Building, Learning Motivation, and Cultural Identity Representation through Digital Storytelling for Young Indonesian Learners of English as a Foreign Language. Ling, N. S., & Abdul Aziz, A. (2022). The Effectiveness of Game-based Learning Strategies on Primary ESL Learners’ Vocabulary Learning. International Journal of Academic Research in Progressive Education and Development, 11(2), Pages 845-860. https://doi.org/10.6007/IJARPED/v11-i2/13266 Malik, H., Humaira, M. A., Komari, A. N., Fathurrochman, I., & Jayanto, I. (2021). Identification of barriers and challenges to teaching English at an early age in Indonesia: An international publication analysis study. Linguistics and Culture Review, 5(1), 217–229. https://doi.org/10.21744/lingcure.v5n1.1485 McKay, P., & Guse, J. (2007). Five-Minute Activities for Young Learners. Cambridge University Press. https://books.google.co.id/books?id=BWKXLgrSv6gC Mufida, A., & Abidin, M. R. (2021). Designing a Board Game as a Media for Learning English for Children Aged 6-10 Years [Perancangan Board Game Sebagai Media Pembelajaran Bahasa Inggris Anak Usia 6-10 Tahun]. Jurnal Barik, 2(3). https://ejournal.unesa.ac.id/index.php/JDKV/ Noom-ura, S. (2013). English-Teaching Problems in Thailand and Thai Teachers’ Professional Development Needs. English Language Teaching, 6(11), p139. https://doi.org/10.5539/elt.v6n11p139 Pertiwi, A. B., Rahmawati, A., & Hafidah, R. (2021). English Vocabulary Learning Methods in Early Childhood [Metode Pembelajaran Kosakata Bahasa Inggris Pada Anak Usia Dini]. Kumara Cendekia, 9(2), 95. https://doi.org/10.20961/kc.v9i2.49037 Rahiem, M. D. H. (2021). Storytelling in early childhood education: Time to go digital. International Journal of Child Care and Education Policy, 15(1), 4. https://doi.org/10.1186/s40723-021-00081-x Stargatt, J., Bhar, S., Bhowmik, J., & Al Mahmud, A. (2022). Digital Storytelling for Health-Related Outcomes in Older Adults: Systematic Review. J Med Internet Res, 24(1), e28113. https://doi.org/10.2196/28113 Sunyakul, N., & Teo, A. (2020). Primary School English Teachers’ Application of Knowledge/Skills from Boot Camp to Their Classroom Teaching Practices and Factors Hindering Their Application. 13(1). Tarigan, H. G. (1986). Menulis sebagai suatu keterampilan berbahasa. Angkasa. https://books.google.co.id/books?id=XXoBtwAACAAJ Thornbury, S. (2002). How to teach vocabulary. Pearson educational. https://books.google.co.id/books?id=5qLkoAEACAAJ Udaya, M. (2022). Using Semantic Maps as A Teaching Strategy for Vocabulary Development. European Journal of English Language Teaching, 6(5). https://doi.org/10.46827/ejel.v6i5.4095 Zu, Y., Cheng, Z., Sun, Q., & Zhao, H. (2021). On the Problems and Countermeasures in English Vocabulary Teaching in Junior Middle Schools. 568.
Pengembangan Bahan Ajar IPA melalui Pendekatan STEAM untuk Meningkatkan Hasil Belajar pada Siswa Adi Widya Pasraman N. Selvia Asta Mariyana; Herlina Usman
Cetta: Jurnal Ilmu Pendidikan Vol 6 No 4 (2023)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v6i4.2833

Abstract

This research conducted because of the lack of teaching materials in general subjects, especially science, at Adi Widya Pasraman. This research aims to develop science-teaching materials using the steam (science, technology, engineering, art, and math) approach to improve students learning outcomes at Adi Widya Pasraman. The method used in this research is Research and Development, with the ADDIE (analysis, design, development, implementation, evaluation) approach. The stages in the ADDIE approach (analysis, design, development, implementation, evaluation) namely needs analysis, designing teaching materials, developing teaching materials, implementation and evaluation. The teaching material product that will developed in this research is a Google web site, which can accessed via gadgets or computers. This research carried out at Adi Widya Pasraman in East Kolaka Data collection carried out through observation, interviews, tests, and questionnaires. Data analyzed using validation, evaluation, revision and implementation stages. The results of this research are in the form of needs analysis data, where students really need teaching materials in general learning, which can be accessed easily, and contain material that is adaptive to education at Adi Widya Pasraman, and is easy to implement for students. Based on the needs analysis and literature study carried out, the STEAM (science, technology, engineering, art, and mathematics) based science teaching materials at Adi Widya Pasraman are very feasible.  
Analisis Dampak Games Online Terhadap Motivasi Belajar Peserta Didik Sekolah Dasar Rizky Roland Jurdil; Herlina Usman; Yubena Abigail Serewati Tambunan
Jurnal DIDIKA: Wahana Ilmiah Pendidikan Dasar Vol. 8 No. 2 (2022): JURNAL DIDIKA : WAHANA ILMIAH PENDIDIKAN DASAR
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/didika.v8i2.7474

Abstract

AbstrakAdanya pandemi Covid 19 mengharuskan seluruh sektor pendidikan melakukan implementasi pembelajaran jarak jauh (PJJ). Implementasi PJJ tersebut membuat peserta didik memiliki banyak waktu luang, sebab intensitas belajar mengajar cenderung lebih singkat dibandingkan pembelajaran konvensional. Guna mengisi waktu luang tersebut, tidak sedikit yang memilih untuk bermain, terutama anak usia sekolah dasar. Mengingat sedang pandemi, alternatif pilihan mereka adalah bermain game online. Melihat hal tersebut, penulis tertarik meneliti dengan judul “Analisis Dampak Games Online Terhadap Motivasi Belajar Peserta Didik Sekolah Dasar”. Tujuan dari penelitian ini untuk mengetahui intensitas bermain game online pra dan pasca PJJ, mengetahui tingkat motivasi belajar peserta didik berdasarkan intensitas bermain game online, dan mengetahui peran guru akan dampak intensitas bermain game online terhadap motivasi belajar siswa. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi kasus. Adapun teknik pengumpulan data yang digunakan pada penelitian ini yaitu wawancara dan observasi kepada 5 peserta didik dan 1 guru. Dalam penelitian ini, ditemukan terdapat peningkatan intensitas bermain game online terhadap seluruh informan pasca pjj, Intensitas bermain game online memiliki dampak pada tinggi rendahnya motivasi belajar peserta didik, adapun peran guru yang ditemukan pada penelitian ini yaitu memberikan nasihat dan arahan kepada peserta didik.Kata kunci: Game Online; Motivasi Belajar; Sekolah Dasar
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN BUKU INTERAKTIF DALAM MUATAN PEMBELAJARAN SBdP Almira Chandra Lalita; Herlina Usman; Prayuningtyas Angger Wardhani
JURNAL PENELITIAN BIDANG PENDIDIKAN Vol 30, No 1 (2024)
Publisher : LPPM Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpbp.v30i1.56919

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Seni rupa memiliki peran penting dalam pendidikan sekolah dasar, seni rupa di kenal dengan mata pelajaran SBdP (seni budaya dan prakarya) di sekolah dasar. Fokus utama dalam artikel ini adalah analisis kebutuhan media pembelajaran buku interaktif dalam materi pencampuran warna kelas 3 sekolah dasar. Tujuan penulisan artikel ilmiah ini adalah untuk Mengidentifikasi tingkat pemahaman siswa kelas 3 Sekolah Dasar terhadap konsep pencampuran warna dalam mata pelajaran SBdP serta Menganalisis kebutuhan siswa terhadap media pembelajaran buku interaktif untuk mempelajari konsep pencampuran warna. Analisis kebutuhan ini di lakukan di SDN Petukangan Selatan 05 dengan jumlah siswa kelas 3 SD sebanyak 25 siswa. Metode penelitian yang di gunakan ialah Research and Development (R&D). Instrumen yang digunakan dalam artikel ini adalah angket dan wawancara. Hasil temuan yang di dapat dari angket dan wawancara adalah, siswa kelas 3 masih kurang memahami konsep pencampuran warna, dan dari hasil wawancara yang di lakukan kepada guru kelas menyatakan bahwa materi pencampuran warna di kelas 3 SD tidak di jelaskan begitu mendalam, melainkan hanya sekilas saja, dalam sekali pertemuan, kesimpulannya ialah media pembelajaran buku interaktif ini di perlukan oleh siswa kelas 3 sekolah dasar, untuk memudahkan siswa dalam memahami konsep warna dan pencampuran warna serta dapat meningkatkan kreativitas siswa dalam mewarnai.
Pengembangan Media Pembelajaran Smart Apps Creator 3 Berbasis STEAM pada Muatan Matematika Sekolah Dasar Eunike Sirait; Herlina Usman; Prayuningtyas Angger Wardhani
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 1 (2024): Januari - Juni 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i1.1453

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Penelitian bertujuan untuk melakukan dan mengetahui analisis kebutuhan terkait pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika sekolah dasar. Penelitian dilatarbelakangi oleh temuan kesulitan guru dan siswa dalam pembelajaran matematika. Penelitian menggunakan metode penelitian dan pengembangan atau R&D (Research and Development) model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Namun, dalam penelitian ini dibatasi hanya pada tahapan awal dalam model ADDIE (Analysis, Design, Development, Implementation, Evaluation), yakni Analysis. Subjek dalam penelitian melibatkan guru dan siswa kelas IV di SDN Kemayoran 13. Teknik pengumpulan data dalam penelitian menggunakan wawancara dan kuesioner. Instrumen dalam penelitian terdiri dari 10 butir pertanyaan wawancara untuk guru dan 10 butir pernyataan kuesioner untuk siswa. Temuan menunjukkan bahwa baik guru maupun siswa kelas IV di SDN Kemayoran 13 mengalami kesulitan dalam pembelajaran matematika dengan beberapa permasalahan seperti penggunaan media pembelajaran yang kurang bervariasi, pemilihan model/pendekatan pembelajaran yang kurang dikuasai, dan penyampaian materi pembelajaran yang kurang maksimal. Hasil penelitian menunjukkan bahwa pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika untuk siswa sekolah dasar memiliki potensi besar dalam meningkatkan kualitas pembelajaran. Artinya, kebutuhan untuk mengembangkan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika untuk siswa sekolah dasar sangatlah penting. Adanya pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM diharapkan memudahkan siswa dalam memahami konsep matematika karena disajikan dalam konteks yang lebih luas dan relavan dalam kehidupan sehari-hari serta membantu meningkatkan keterampilan pemecahan masalah, kreativitas, dan kolaborasi khususnya pada materi pecahan.
Analysis Of The Implementation Of The Merdeka Curriculum In 3t Areas (Underdeveloped, Frontier And Outermost) (Elementary School In Namohalu Esiwa Sub-District) Maret Markus Harefa; Herlina Usman; Ika Lestari
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8623

Abstract

An merdeka curriculum is a curriculum approach that focuses on developing 21st century skills, student independence and community involvement in the learning process. The independent curriculum carries the concept of independent learning which gives schools, teachers and students the freedom to develop innovations, learn independently and show creativity. This research aims to analyse the implementation of the merdeka curriculum at SD Negeri 078452 Berua, SD Negeri 071162 Esiwa, and SD Negeri 280520 Kota Namohalu Esiwa. The research method used was qualitative with a phenomenological approach. Data analysis was conducted using the Miles and Hubermen model. Data analysis was conducted with reliability, transferability, depenability, and confirmability. The results showed that there was uniformity in several important aspects of the implementation of Merdeka Curriculum in the three public primary schools. This uniformity includes the opening of learning activities, variations in learning methods and media, structured learning planning, the use of formative and summative assessments, and monthly supervision. Despite the commitment of teachers and education stakeholders in improving the quality of learning, there is still a need for further improvement.
Improving Students’ Narrative Text Writing Ability Through The Picture and Picture Learning Model Muchtar, Azmy Ali; Rahmat, Aceng; Herlina, Herlina
Indonesian Language Education and Literature Vol 6, No 1 (2020)
Publisher : Jurusan Tadris Bahasa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/ileal.v6i1.5427

Abstract

Menulis merupakan kegiatan mengungkapkan isi pikiran atau perasaan. Salah satu jenis teks yang biasa digunakan dalam belajar menulis adalah teks atau esai naratif. Penelitian ini bertujuan untuk meningkatkan kemampuan menulis teks naratif menggunakan model pembelajaran picture and picture. Metode penelitian yang digunakan adalah penelitian tindakan kelas, yang dilakukan dalam dua siklus. Teknik pengumpulan data menggunakan tes menulis, wawancara, dan observasi. Hasil penelitian menunjukkan bahwa implementasi model pembelajaran picture and picture memberikan pengaruh terhadap kemampuan menulis teks naratif. Rerata nilai keterampilan menulis teks naratif pada tahap observasi sebesar 64.9 pada siklus pertama mencapai 70.1 dan pada siklus kedua sebesar 75.2. Hasil tersebut menunjukkan bahwa model pembelajaran picture and picture dapat meningkatkan kemampuan menulis teks naratif siswa dan memberikan nuansa pembelajaran yang menyenangkan serta menjadikan siswa aktif dan antusias dalam belajar.Writing is an activity to express thoughts or feelings. A type of text commonly used in learning to write is a narrative text or essay. The objective of this study is to improve the ability to write narrative texts using the Picture and Picture Learning Model (PPLM). The research method is categorized as classroom action research, which was conducted in two cycles. The data collection techniques include writing tests, interviews, and observations. The results showed that the implementation of the Picture and Picture Learning Model (PPLM) influenced the ability to write narrative texts. The average score of writing narrative text skills at the observation stage was 64.9, and in the first cycle, it reached 70.1, while in the second cycle it reached 75.2. These results indicate that the Picture and Picture Learning Model (PPLM) can improve students' ability to write narrative texts and provide fun learning nuances that make students active and enthusiastic about learning.
IMPROVING CRITICAL THINKING ABILITIES IN SOCIAL STUDIES LEARNING USING THE PROBLEM BASED LEARNING (PBL) MODEL USED BY AUDIO VISUAL MEDIA IN ELEMENTARY SCHOOL STUDENTS Alia Sopiatul Azkia; Arifin Maksum; Herlina Usman
Jurnal Cakrawala Pendas Vol. 11 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i1.11809

Abstract

The Problem Based Learning model is a learning model that focuses on problem solving so as to stimulate critical thinking skills. The purpose of this study is to improve critical thinking skills in grade V students of SD Negeri Ciptasari I Pangkalan in social studies learning with the Problem Based Learning approach. This type of research is Classroom Action Research with data collection techniques using observation techniques, written tests, and documentation. The research is divided into three cycles, each cycle is divided into several stages; 1) Planning; 2) Implementation; 3) Observation; 4) Reflection. The results of this study are, Implementation of learning with the PBL approach in three stages, namely initial activities, core activities, and closing. In the pre-cycle the number of students who met the minimum criteria was 5 students with a percentage of 35% of all students, in cycle I it increased to 7 students with a percentage of 50%, and in cycle III it increased by 12 students with a percentage of 85.7%. Teacher and student observation sheets increased in each cycle. Teacher observation in cycle I reached 77%, cycle II 88%, cycle III 92%. Student observation sheets in cycle I 65%, cycle II 77%, cycle III increased to 85%. Based on these results, it can be concluded that the critical thinking skills of fifth grade students in social studies learning can be increased through the application of the Problem Based Learning (PBL) model assisted by audiovisual media.