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Pengembangan Video Animasi Putri Tujuh untuk Penanaman Nilai Karakter di Taman Kanak-Kanak Melati
Ermiwati, Sri;
Mayar, Farida
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i6.5308
Penanaman karakter sejak dini sangat menentukan pembentukan kepribadian anak. Pengenalan Budaya Melayu Riau sebagai jati diri dan karakter anak budaya melayu riau sangat penting bagi anak dalam mewarisi budaya yang ada di lingkungan masyarakatnya. Tujuan penelitian ini adalah untuk mengembangkan produk Pengembangan Video Animasi Putri Tujuh untuk Penanaman Nilai Karakter di Taman Kanak-Kanak Melati. Produk ini dikembangkan sesuai dengan tahapan perkembangan anak dengan tema dan sub tema serta indikator yang dilaksanakan menurut kurikulum 2013 PAUD. Penelitian ini menggunakan Metode research and development dari ADDIE dengan teknik pengumpulan data menggunakan angket. Uji coba dilakukan untuk mengetahui validitas, praktikalitas, dan efektivitas produk Pengembangan Video Animasi Putri Tujuh untuk Penanaman Nilai Karakter di Taman Kanak-Kanak Melati. Hasil penelitian menunjukkan bahwa Video Animasi Putri Tujuh dinyatakan valid, praktis, dan efektif untuk Penanaman Nilai Karakter di Taman Kanak-Kanak Melati.
Video Cooking Class Berbasis Daun Kelor untuk Meningkatkan Keterampilan Proses Sains Anak
Martha, Dewi;
Mayar, Farida
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i6.5511
Pengembangan kognitif anak diarahkan pada beberapa pengembangan salah satunya sains. Saat observasi ke lapangan peneliti menemukan permasalahan rendahnya keterampilan proses sains anak, ini dikarenakan keterbatasan media untuk menstimulasi keterampilan proses sains. Penelitian ini bertujuan untuk mengembangkan video pembelajaran cooking class berbasis daun kelor untuk meningkatkan keterampilan proses sains anak usia dini. Metodologi penelitian ini hasil modifikasi model pengembangan dari Borg and Gall, Gall dengan 9 tahapan. Teknik pengumpulan data menggunakan wawancara, lembar observasi dan angket respon guru. Berdasarkan hasil penelitian berupa uji validasi media mendapatkan nilai persentase sembilan puluh enam persen dengan kriteria kelayakan sangat valid. Hasil angket respon guru menunjukkan persentase tujuh puluh satu persen dengan kriteria praktis. Hasil analisis data menunjukkan pengembangan video pembelajaran cooking class berbasis daun kelor efektif untuk meningkatkan meningkatkan keterampilan proses sains anak secara signifikan.
Development of Culture-Based Learning Through Children’s Kerinci Folk Stories in Kindergarten
Latifa, Baiti;
Suryana, Dadan;
Mayar, Farida;
Mahyuddin, Nenny
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i6.5582
Introduction to regional culture needs to be introduced from an early age through education. One form of instilling cultural values in schools is through culture-based learning. This research aims to develop culture-based learning through Kerinci folklore in kindergartens. The type of research used is Research and Development with the Born & Gall Design Model. The subjects of this research consisted of 20 children at the Pembina Pondok Tinggi State Kindergarten, Sungai Full City. Development of culture-based learning through Kerinci folklore at the Pembina Pondok Tinggi State Kindergarten seen in terms of learning activities and children's learning outcomes. From the aspect of learning activities during the implementation of learning, children are enthusiastic in listening, responding and carrying out evaluations. The results of children's development as seen from the observation sheet on six aspects of child development show that the children's scores during the pre-test and post-test have all increased, meaning that culture-based learning is effective to use and apply in learning. So, that the expected development according to the child's age can be achieved well and maximum.
Media Buku Cerita bergambar berbasis inkuiri untuk mengembangkan kreativitas anak
Billa, Yashinta Salsa;
Rakimahwati, Rakimahwati;
Mayar, Farida;
Yaswinda, Yaswinda
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i6.5727
Kreativitas anak merupakan kunci penting dalam pengembangan potensi mereka, tetapi seringkali belum mencapai tingkat optimal. Anak-anak menghadapi tantangan seperti keterbatasan monotonnya media pembelajaran yang ada. Dalam rangka merespon kebutuhan ini, penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE untuk mengembangkan buku cerita bergambar inkuiri yang diharapkan dapat merangsang dan meningkatkan kreativitas anak di taman kanak-kanak. Subjek penelitian adalah anak-anak di taman kanak-kanak. Data dikumpulkan melalui angket untuk mengukur persepsi guru dan siswa terhadap buku cerita tersebut. Analisis data melibatkan metode statistik deskriptif dan analisis kualitatif. Hasil penelitian menunjukkan bahwa buku cerita inkuiri memiliki validitas, praktikalitas, dan efektivitas tinggi dalam meningkatkan kreativitas anak. Respons positif dari guru dan siswa, serta perubahan signifikan dalam hasil belajar anak, menandakan keberhasilan implementasi. Dengan demikian, penelitian ini menyimpulkan bahwa buku cerita bergambar inkuiri efektif dalam meningkatkan kreativitas anak, memberikan kontribusi positif dalam pengembangan model pembelajaran berbasis inkuiri di taman kanak-kanak.
Development of Early Childhood Science Literacy E-Modules Base Learning Project Method
Khairiah, Fisna;
Eliza, Delfi;
Rakimahwati, Rakimahwati;
Mayar, Farida
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i6.5814
Learning science Not yet held optimally in Kindergarten Because Not yet availability of facilitating learning media child For carry out activity learning. This is also based on that based on results Pisa 2022 with the score dropped from year Previously, it was caused by facilities learning and learning media used. The main purpose study This is For developing method project literacy science. Literacy science based _ The base learning project is a centered learning model to child, so educator as facilitator. Types of research This use preliminary research which is part from study This is the model used is adopted development from Borg & Gall. Instruments used questionnaires and guidelines observation. Subjects involved _ are teacher and child age early childhood aged 5-6 years, totaling 14 children. Analysis done with method percentage, results analysis explained based on formulas and processing in data collection, planning, development draft product, and testing as well as revision from test results that have been carried out done. The implications can used in activity diverse and interesting learning _ with literacy science.
PENGARUH KEGIATAN MENGGAMBAR DENGAN TEKNIK KELERENG TERHADAP KREATIVITAS ANAK DI TAMAN KANAK-KANAK CAHAYA BUNDA
Alfi, Indah Permata;
Mayar, Farida
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.22498
The employment of marble technique in drawing may catch children's attention and boost their creativity and enthusiasm in drawing since they will be passionate and have their own ingenuity. This is because kindergarten students find learning to draw less engaging. Finding out how much drawing activities using marble technique affect the creativity of the kids at Cahaya Bunda Kindergarten was the aim of this research. This study's technique combined a quasi-experimental design with a quantitative approach. 36 Kindergarten-aged youngsters made up the research population, and the sample was divided into two classes, B1 and B2, each with 12 pupils. We made sure the data was uniform and normal before analysing it using the t-test. The Windows SPSS 22 program was then used to process this data. The research found that the experimental class scored an average of 18.75 on the pre-test and 23.58 on the post-test. Prior to and after the intervention, the control group's average scores were 14.83 and 16.83, respectively. The final data set showed a consistent and normal distribution. Based on the hypothesis test findings, the threshold of significance is 0.000 < 0.05. Since Ha and Ho are rejected, it might be said that the marble method fosters children's inventiveness.
PENGARUH KEGIATAN FINGER PAINTING PADA PAPER CUP TERHADAP PERKEMBANGAN MOTORIK HALUS DI TAMAN KANAK-KANAK
Silvia Lubis;
Farida Mayar;
Indra Yeni;
Mutia Afnida
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i02.24888
Penelitian ini dilatar belakangi oleh keterampilan motorik halus anak belum berkembang secara optimal terutama dalam kegiatan menggunakan gunting, memegang pensil dan menarik garis dengan benar, mewarnai gambar masih belum rapi. Penggunaan media guru dalam mengembangkan motorik halus di Taman Kanak-kanak kurang lentur. Tujuan penelitian ini adalah untuk mengetahui seberapa besar pengaruh kegiatan finger painting pada Paper Cup terhadap perkembangan motorik halus anak di Taman Kanak-kanak. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian quasi eksperimen. Populasi penelitian ini adalah seluruh anak Taman Kanak-kanak Bhayangkari 3 Padang, dengan sampelnya yaitu kelas B3 sebagai kelas eksperimen dan kelas B1 sebagai kelas kontrol yang masing-masing kelas berjumlah 15 anak. Teknik analisis data menggunakan uji normalitas,uji homogenitas, dan uji hipotesis. Berdasarkan tabel uji hipotesis pada kolom sig. (2-tailed) diperoleh nilai sig 0,000. Nilai tersebut menunjukkan bahwa 0,000< 0,05. Sesuai dengan kriteria pengukuran pada uji hipotesis, apabila diperoleh nilai sig < 0,05. Dengan demikian dapat disimpulkan bahwa penggunaan kegiatan finger painting pada Paper Cup memiliki pengaruh yang tinggi terhadap keterampilan motorik halus anak di Taman Kanak-kanak.
PENGARUH PERMAINAN TANGRAM MODIFIKASI TERHADAP KEMAMPUAN GEOMETRI ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK YARI SCHOOL
Niva Sahada;
Setiyo Utoyo;
Farida Mayar;
Tisna Syafnita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i03.32162
This study aims to find the effect of tangram games on the geometry abilities of children aged 5-6 years at Yari School Kindergarten. This research approach uses a quantitative method with a Quasi Experiment type. This study is children at Yari School Kindergarten. Sampling uses a purposive sampling technique. The samples used are class B11 as the experimental class and class B2 as the control class with 10 children in each class. The data collection technique uses a test, in the form of 5 statement items and the data analysis technique used in this study is to compare the differences between the two average values, so that a T test is carried out. For data processing, the SPPS application Ver 31 For Windows is used. Based on the post-test hypothesis test, the sig value (2-tailed) is 0.000 <0.05. Thus, it means that there is a significant difference (real) between the tangram game and the treatment given by the teacher on children's geometry abilities. It can be concluded that the modified tangram game has an effect on the geometric abilities of children aged 5-6 years.
PENGARUH PERMAINAN BUBUR KERTAS BERTEKSTUR TERHADAP KEMAMPUAN MOTORIK HALUS ANAK USIA DI TAMAN KANAK-KANAK SYUKRA CENDEKIA MADANI
Sara Mawaddah;
Setiyo Utoyo;
Farida Mayar;
Indra Yeni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i03.32167
This study aims to examine the effect of textured paper pulp play on improving children's fine motor skills, as well as to contribute to the development of more effective and enjoyable methods of fine motor stimulation for early childhood. The background of this study is that the fine motor skills of children have not developed well, with some children still unable to hold a pencil properly. When using scissors, they also struggle to open and close the scissors with one hand. This study employs a quantitative approach using an experimental method designed as a quasi-experiment. The study population included all children at Syukra Cendekia Madani Kindergarten, while the sample was taken from classes B1 and B2, each with 10 children. Data collection was conducted through tests and analyzed using normality tests, homogeneity tests, and hypothesis tests. The research findings show that in the experimental class, the average pre-test score was 17.7, which increased to 23.1 on the post-test. The sig. (2-tailed) value obtained from the independent sample t-test showed a significant value of 0.006 < 0.05, indicating a significant difference between the two groups. This means that textured paper porridge games have an effect because they are able to provide rich manipulative stimuli and stimulate children's fine motor skills through activities such as squeezing, printing, and shaping
PENGARUH MELUKIS TARIK BENANG TERHADAP PERKEMBANGANKREATIVITAS ANAK DI TAMAN KANAK-KANAK YARI SCHOOL
Shinta Permata Zekri;
Farida Mayar;
Nenny Mahyuddin;
Mutia Afnida
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i03.32168
This study aims to determine the effect of string-pull painting activities on the development of children's creativity at Yari School Kindergarten. Based on initial observations, it was found that most children had low interest in exploring colors and shapes. Some children were seen merely imitating their friends’ works without showing unique creativity. In addition, the children tended to get bored quickly and were less actively engaged in the painting process. Some of them also experienced difficulties in combining colors and creating varied patterns. Therefore, one of the strategies that can be used is to examine the effect of string-pull painting on the development of children's creativity. The research method used was a quantitative approach with a pre-experimental design. The form of pre-experimental design employed was the one-group pretest-posttest design. The sampling technique used was purposive sampling, with class B2 serving as the experimental class. Based on the normality test results, the pre-test data obtained a significance value of 0.231 > 0.05, indicating that the pre-test experimental data were normally distributed. The homogeneity test showed a Levene’s test of variance significance value of 0.943 > 0.05, indicating that the N-Gain variance for the pretest and posttest experimental data was equal or homogeneous. Furthermore, the hypothesis test using the independent sample t-test resulted in a significance value (2-tailed) of 0.000 < 0.05, meaning there was a significant difference between the pre-test and post-test results. This indicates that string-pull painting has an effect on the development of children's creativity at Yari School Kindergarten.