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PENGGUNAAN OBSERVASI VISUAL DIGITAL PADA INTERAKSI GURU DAN ANAK DALAM KELAS PAUD Anita Yus; Salim Salim
JURNAL TEMATIK Vol 11, No 1 (2021): JURNAL TEMATIK (in progress)
Publisher : JURNAL TEMATIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v11i1.24820

Abstract

The interactions in Indonesian early childhood classes are still traditionally done without using digital visuals. The impact is that the data obtained is difficult to be reexamined. Therefore, this paper focuses on how digital visual observation is applied in investigating the quality of teacher-child interactions, it is used to determine the context or individuals associated with interaction, the impact of teacher-child interactions on child development. Data was collected through observation on 6 teachers with the number of children was 15 children. The study found that visual data illustrates various features of teacher-child interaction. Digital video observation provides a holistic view on the process of interaction, dominance in teacher-child interactions, and the impact of interactions on children's development in documenting all features and processes of child development that cannot be captured through traditional observations. In particular, digital visual observation brings a new perspective and becomes an effective methodological tool for understanding teacher-child interactions.
The Effect of Problem Based Learning Model on Students Mathematic Representation Ability and Student Adversity Quotient at SD Islam Setia Nurul Azmi Medan Siti Fadillah; Kms. Muhammad Amin Fauzi; Anita Yus
Budapest International Research and Critics in Linguistics and Education (BirLE) Journal Vol 3, No 3 (2020): Budapest International Research and Critics in Linguistics and Education, August
Publisher : BIRCU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birle.v3i3.1214

Abstract

This study aims to determine: (1) how much influence the problem-based learning model has on students' mathematical representation abilities, (2) how much influence is the problem based learning model on students' adversity quotient, 3) whether there is an interaction between the learning model and KAM on students' representation abilities, (4) whether there is an interaction between the learning model and KAM on students' adversity quotient, and (5) how to analyze students' mathematical representation abilities seen from the indicators. This research is about quasi-experimental research. The population of this study was all fourth grade students of SD Islam Setia Nurul Azmi Medan in the academic year 2020/2021 which consisted of four classes. Samples were selected by random sample of two classes. The instruments used were the representation ability test and the attitude scale adversity quotient. The data obtained was then analyzed using ANACOVA and ANAVA in the SPSS 20 program. The results showed: 1) the magnitude influence of the PBL model on the mathematical representation ability of 0.931 or 93.1%, 2) the magnitude influence of the PBL model on the adversity quotient is 0.967 or 96.7%, 3) there is an interaction between the initial ability and PBL learning to the mathematical representation ability of students with an Fcount of 3.906 so that Ha is accepted and H0 is rejected, 4) there is no interaction between the initial ability and learning PBL to the adversity quotient for students with an Fcount of 0.198 so that H0 is accepted, 5) the ability of the student's visual representation indicator is high with an average score in the experimental class 76 and the control class 72, the ability of the student's visual representation indicator is high with an average score in the experimental class 72 and the control class 68, The indicator ability of the students' representation of words or written text was moderate with the average score in the experimental class 65 and the control class 61.
The Development of Interactive Media Assisted by Macromedia Flash to Improve the Ability of Understanding the Fiction Story Information in Elementary School Students Anggi Chairunnisa Siregar; Abdurahman Adisaputera; Anita Yus
Budapest International Research and Critics in Linguistics and Education (BirLE) Journal Vol 3, No 2 (2020): Budapest International Research and Critics in Linguistics and Education, May
Publisher : BIRCU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birle.v3i2.1053

Abstract

This study aims to: (1) Analyze the effectiveness level of interactive learning media assisted by Macromedia Flash on story text learning that will be developed at Public Elementary School 060856 Medan Perjuangan Subdistrict. (2) Analyze how the level of interactive learning media assisted by Macromedia Flash in story text learning that will be developed at Public Elementary School 060856 Medan Perjuangan Subdistrict. This study uses Borg & Gall development research. Based on the analysis of learning media products assisted by Macromedia Flash from the experts, it was declared very effective and feasible to use with criteria of the validity of the material experts 85.42%, the design expert 91.00%, and the linguist 85.00%. Based on the completeness data of student learning outcomes before using interactive learning media assisted by Macromedia Flash obtained an average score of 62 while after using a large scale completeness reached an average of 90 with a gain score of 0.74 into the high category. And the student questionnaire responses to the effectiveness of interactive learning media assisted by Macromedia Flash reached 90% of 30 students. Based on this data interactive learning media assisted by Macromedia Flash are said to be effectively used in learning with the assumption that students' understanding of story text is higher when using interactive learning media assisted by Macromedia Flash.
BERMAIN SEBAGAI KEBUTUHAN DAN STRATEGI PENGEMBANGAN DIRI ANAK Anita Yus
Jurnal Ilmiah Visi Vol 8 No 2 (2013): VISI : Jurnal Ilmiah Pendidik dan Tenaga Kependidikan Pendidikan Non Formal
Publisher : Direktorat Pembinaan Guru dan Tenaga Kependidikan Pendidikan Anak Usia Dini Kementerian Pendidikan dan Kebudayaan bekerjasama dengan Fakultas Ilmu Pendidikan Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.364 KB) | DOI: 10.21009/JIV.0802.9

Abstract

Playing games is a part of the children’s life. In playing games the children are exploring and understanding their world. This article discusses how playing games can be used in children’s education. The children can play anywhere and anytime they want. The context, place, and time will determine the forms, activities, and game content. In playing games, the children plan, concentrate on doing certain tasks, solve problems, and express their ideas. This article concludes that playing games can be designed and used as a strategy of the children self development. Learning activities to be done by the children are integrated in playing activities. These activities facilitate the children to gain new knowledge and experience.
Differences in Spatial Mathematical Ability of Students Given A Model Learning Realistic Mathematis Education With STAD Type Of Cooperative Learning Ara Yustiana; Edi Syahputra; Anita Yus
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 4 No 2 (2020): Jurnal Cendekia: Jurnal Pendidikan Matematika
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v4i2.348

Abstract

The focus of this research is to analyze the students' spatial abilities and mathematical dispositions in 2 cooperative learning models. This study aims to determine (1) Is there any significant difference between students' spatial abilities taught by using Realistic Mathematic Education (RME) learning and students' spatial abilities taught by using STAD type of cooperative learning? (2) is there any interaction between learning and students' initial mathematics abilities against students' spatial abilities ? This research is a quasi-experimental research. The population of this study were students of class X MAN 2, 2019/2020 Deli Serdang. The research sample was taken randomly in order to obtain two sample classes. The experimental class I received the Realistic Mathematic Education (RME) learning model and the experimental class II received the STAD type of cooperative learning. The instrument are consisted of a spatial ability test and a learning disposition questionnaire. Data analysis was performed using two-way analysis of variance (ANOVA). The results showed that (1) there was a significant difference between students' spatial abilities taught by using Realistic Mathematic Education (RME) learning and students' spatial abilities taught by using STAD type of cooperative learning (2) there was an interaction between learning and students' initial mathematical abilities towards their spatial abilities.
PENGEMBANGAN MODEL TUTORIAL AUDIO VISUAL BERKONTEN SYARIAH ISLAM UNTUK MENINGKATKAN KREATIVITAS MAHASISWA UNIVERSITAS BINA BANGSA GETSEMPENA BANDA ACEH Helnita Helnita; Anita Yus; Rosmala Dewi
Jurnal Visipena Vol 12 No 2 (2021)
Publisher : Lembaga Penelitian dan Pengabdian (LP2M) STKIP Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/visipena.v12i1.1610

Abstract

Penelitian ini berlatar belakang dari rendahnya kreativitas mahasiswa dalam mengembangkan media pembelajaran, penelitian ini bertujuan untuk meningkatkan kreativitas mahasiswa melalui pengembangan model tutorial audio visual berkonten syariah islam. Jenis penelitian ini merupakan penelitian pengembangan atau Research and Development yang mengikuti langkah-langkah pengembangan model Analize, Design, Development, Implementation, dan Evaluation. Subjek penelitian ini adalah mahasiswa PG-PAUD semester II yang berjumlah 40 mahasiswa. Berdasarkan hasil penelitian yang telah dilaksanakan menunjukan bahwa hasil validasi ahli media sebesar 95.83%, ahli materi sebesar 95,45%, ahli bahasa sebesar 95.00%, dari hasil validasi ahli video model tutorial audio visual berkonten syariah islam yang dikembangkan menunjukan hasil pada kreteria sangat layak dan dinyatakan valid sehingga layak untuk digunakan dalam penelitian, dan berdasarkan hasil dari penyebaran angket kreativitas mahasiswa, nilai pre tets menunjukan hasil rata-rata yaitu sebesar 49.35% dan nilai post test menunjukan hasil rata-rata sebesar 90.57% , hasil analisis statistik membuktikan bahwa tingkat kreativitas mahasiswa meningkat sebesar 41.22%, hal ini dapat dimaknai bahwa pemberian video model tutorial dapat meningkatkan kreativitas mahasiswa dan video model tutorial yang telah disusun secara sistematis telah mencapai taraf keefektifan.
Analisis Pelaksanaan Pembelajaran Naratif Eksperensial untuk Meningkatkan Karakter di Sekolah Dasar Wawan Akbar; Deny Setiawan; Anita Yus
Jurnal Basicedu Vol 6, No 5 (2022): October Pages 7664-9236
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i5.3585

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Penelitian ini bertujuan untuk menganalisis pelaksanaan pembelajaran naratif eksperensial untuk meningkatkan karakter di sekolah dasar. Jenis penelitian ini adalah kualitatif. Teknik pengumpulan data dalam penelitian ini adalah melalui wawancara, observasi dan dokumentasi. Penelitian ini dilakukan di SDN Kota Medan. Subjek penelitian adalah 3 orang siswa dan 1 orang guru kelas yang menerapkan metode pembelajaran naratif eksperensial. Hasil penelitian ini adalah : 1) karakter yang tampak melalui pembelajaran naratif eksperensial adalah karakter jujur, berani, tegas, nasionalisme dan peduli sosial. 2) pembelajaran naratif eksperensial mampu meningkatkan karakter siswa di SDN Kota Medan.
Video Animasi Berbasis Lingkungan Sebagai Strategi Pengembangan Keterampilan Berfikir Tingkat Tinggi Anak Taman Kanak-Kanak Fortina Verawati Sianturi; Nasriah Nasriah; Anita Yus
Jurnal Basicedu Vol 6, No 5 (2022): October Pages 7664-9236
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i5.3829

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Penelitian ini dilatarbelakangi karena belum adanya media pembelajaran yang mendorong kreatifitas anak dalam menyelesaikan masalah. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa video animasi berbasis lingkungan yang valid, layak dan efektif digunakan dalam mengembangkan keterampilan berpikir tingkat tinggi anak TK B Immanuel Kids Medan dengan bantuan aplikasi Powtoon. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian pengembangan (Research and Development). Model pengembangan yang menjadi acuan penelitian ini yaitu model pengembangan Thiagarajaan yaitu model 4-D. Hasil penelitian bahwa Media Video Animasi berbasis lingkungan dinyatakan Valid oleh validator. Kemudian berdasarkan rekapitulasi kepraktisan produk juga menyatakan bahwa respon guru terkait produk yang dikembangkan memiliki 100% kepraktisan sebagai media pembelajaran. Selanjutnya berdasarkan penilaian keefektifatn yang diperoleh dari hasil tes LKPD anak-anak diperoleh nilai sebesar 83,33%. Oleh karena itu dapat disimpulkan bahwa persyaratan media dinyatakan layak sebagai media pembelajaran di TK B Imamnuel Kids Medan.
Analisis Efektifitas Model Belajar Bermain Berbasis Proyek Tema Lingkunganku Pendidikan Anak Usia Dini Desi Murniati Siregar; Eva Martina Simatupang; Timbul Amar Hotib Harahap; Anita Yus; Aman Simaremare
Journal of Social Interactions and Humanities Vol. 1 No. 1 (2022): March 2022
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.746 KB) | DOI: 10.55927/jsih.v1i1.453

Abstract

Pembelajaran berbasis proyek memiliki enam tahapan: mengenal masalah, mendesain proyek, Menyusun jadwal pelaksanaan proyek, menilai hasil dan melakukan evaluasi. Pada penelitian ini akan menanalisis efektifitas model belajar dan bermain berbasis proyek pada pesert didik PAUD. Penelitian merupakan deskriptif untuk menjabarkan kajian secara naratif belajar bermain berbasis proyek dan data lapangan (field research). Subjek terdiri dari 29 peserta didik dari TK yaitu TK Negeri 1 Air Merah berjumlah 15 anak dan TK Character And Education Center (CEC) berjumlah 14 anak. Berdasarkan hasil karya peserta didik pada TK Negeri 1 Air Merah menunjukkan hasil capaian 93%, sedangkan TK Character And Education Center (CEC) menunjukkan capaian 100%. Adanya perbedaan capaian pada pelaksanaan belajar berbasis proyek pada media video tutorial sehingga peserta didik lebih fokus. Hasil analisis terbukti efektifitas model belajar bermain berbasis proyek pada tema lingkunganku sub tema keluargaku di sekolah TK Negeri 1 Air Merah dan TK Character And Education Center (CEC).
Analisis Permasalahan Belajar Pendidikan Dasar Agung Wibowo; Aman Simaremare; Anita Yus
Journal of Social Interactions and Humanities Vol. 1 No. 1 (2022): March 2022
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.429 KB) | DOI: 10.55927/jsih.v1i1.454

Abstract

Permasalahan merupakan penyimpangan antara tujuan dan hasil. Dalam permasalahan belajar dipengaruhi faktor internal dan eksternal siswa. Metode penelitian ini adalah deskriptif pendekatan kualitatif. Mendefinisikan serta menganalisis secara naratif. Data melalui kajian ilmiah yang dikaji dan dianalisis secara sistematis. Hasil menunjukan bahwa permasalahan peserta didik yaitu faktor eksternal berasal dari lingkungan keluarga. Keluarga yang baik akan melahirkan peserta didik yang memiliki karakter serta motivasi belajar yang tinggi. Lingkungan sekolah memiliki peran utama. Guru sebagai penentu tercapainya keberhasilan siswa. Upaya guru dalam meningkatkan minat belajar serta capaian siswa diantaranya; metode, model, dan media agar tujuan belajar dapat tercapai dengan optimal. Lingkungan masyarakat memiliki peran membentuk peserta didik berkarakter sesuai dengan budaya masyarakatnya.