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Pengembangan Video Animasi Sayuran Berbasis Qr Code Untuk Meningkatkan Minat Makan Sayuran Pada Anak Usia 5-6 Tahun Br Sinaga, Sry Khayrani; N, Zulkifli; Satria, Defni
Innovative: Journal Of Social Science Research Vol. 4 No. 1 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i1.11605

Abstract

Penelitian ini bertujuan untuk mendeskripsikan proses dan hasil belajar melalui penerapan menggunakan media video animasi sayuran berbasis QR Code untuk meningkatkan minat makan sayuran pada anak usia 5-6 tahun. Jenis penelitian yang digunakan adalah penelitian pengembangan ( research and development). Dengan menggunakan prosedur pengembangan ADDIE yang memiliki 5 tahapan yaitu : analisis (Analysis), perancangan produk (Design), pengembangan produk (Development), implementasi produk (Implementation), dan evaluasi (Evalution) yang dikembangkan oleh reiser dan mellenda. Teknik pengumpulan data dengan observasi, menyebar angket, dan dokumentasi. Instrumen yang digunakan berupa angket untuk validasi media video animasi sayuran berbasis QR Code dari ahli media, ahli materi, dan ahli pendidik. Teknik analisis data yang digunakan adalh teknik analisis deskriptif kuantitatif dengan menggunakan metode eksperimen. Pada penelitian diperoleh validasi ahli materi sebesar 81,82% “sangat layak”, validasi media sebesar 89,62% “sangat layak”, validasi pendidik diperoleh hasil persentase sebesar 90,00% “sangat layak”. Dari hasil penelitian disimpulkan media video animasi sayuran berbasis QR Code yaitu skor rata-rata minat makan sayuran sebelum perlakuan (pretest) sebesar 35,31% dan pada posttest 82,19%. Berdasarkan pengujian N-Gain penelitian diperoleh skor sebesar 72,46%. Dari hasil penelitian dapat disimpulkan bahwa media video animasi sayuran berbasis QR Code layak digunakan sebagai media pembelajaran dalam meningkatkan minat makan sayuran pada anak usia 5-6 tahun.
Perbandingan School Well Being Anak Usia 5-6 Tahun Antara Sekolah Penggerak Dan Sekolah Reguler Di Tembilahan Rahayu, Sri; N, Zulkifli; Puspitasari, Enda
Innovative: Journal Of Social Science Research Vol. 4 No. 3 (2024): Innovative: Journal Of Social Science Research (Special Issue)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i3.11853

Abstract

Tujuan penelitian ini adalah untuk mengetahui apakah ada perbedaan yang signifikan dalam school well being anak yang berusia 5-6 tahun di sekolah penggerak dan sekolah reguler. Jenis penelitian yang digunakan adalah penelitian komparatif. Langkah-langkah yang dilakukan dalam penelitian komparatif ini yaitu: potensi dan masalah, pengumpulan informasi, dan uji lapangan terbatas.Teknik pengumpulan data pada penelitian ini yaitu dengan wawancara terpimpin. Instrument yang digunakan berupa wawancara mengenai school well being pada anak. Teknik analisis data yang digunakan untuk penelitian ini adalah metode analisis statistik. Berdasarkan perhitungan dari beberapa uji yang dilakukan memberikan indikasi bahwa adanya perbandingan school well being anak antara sekolah penggerak dan sekolah reguler. Hal ini dapat disimpulkan bahwa adanya perbandingan yang signifikan pada school well being anak antara sekolah penggerak dan sekolah reguler.
Pengembangan Game Edukatif Berbasis Budaya Betawi (Geduk Babe) Untuk Meningkatkan Kemampuan Mengenal Bentuk Geometri Azkia, Hilwa; Risma, Devi; N, Zulkifli
PAUD Lectura: Jurnal Pendidikan Anak Usia Dini Vol. 8 No. 02 (2025): PAUD Lectura: Jurnal Pendidikan Anak Usia Dini
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/paud-lectura.v8i02.25097

Abstract

This research aims to develop GEduk BaBe (Educative Game Based on Betawi Culture) to improve the ability to recognize geometric shapes for children aged 5-6 years. The type of research used is research and development. The steps taken are : are analysis which aims to identify the needs to develop GEduk BaBe, the design stage which is preparing the initial product design for GEduk BaBe, the development stage which is integrating the technology that will be used by producing media products that are validated by experts, the implementation stage which is conducting a trial of the GEduk BaBe product to ensure it functions properly (practically) or not and finally the evaluation stage to determine the effectiveness of the GEduk BaBe media. Data collection techniques using observation, questionnaires and LKA. The instrument used was a questionnaire for validation of GEduk BaBe from media experts, material experts and educators. The data analysis technique used is quantitative descriptive analysis technique. In the research, media expert validation was obtained at 90.63% "Very Appropriate", material expert validation was 93.75% "Very Appropriate", and educator validation obtained a percentage result of 86.88% "Very Appropriate". The results of the pretest assessment obtained a percentage result of 36.20% and the results of the posttest assessment showed an increase in the percentage result of 79.43%. From the research results, it was concluded that GEduk BaBe (Educative Game Based on Betawi Culture) is suitable for use as a learning medium in improving the ability to recognize geometric shapes in children aged 5-6 years at RA Ar-Ridwan, South Jakarta.
Implementation of IoT-based practicum learning media for vocational students in the 4.0 era Ferdiansyah, Handy; N, Zulkifli; Nurmayanti, Nurmayanti L; Sofyan, Wahyudi; Agustina, Vina Tri; Efendy, Muh Alief
Jurnal Konseling dan Pendidikan Vol. 12 No. 1 (2024): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/179700

Abstract

This study aims to determine the implementation of the use of Internet of Things (IoT)-Based Automation Control Systems as a practical learning medium for students of SMK Negeri 3 Sidrap Competence in the Field of Plant Agribusiness and Horticulture. The sample of this study was class X students of Agribusiness Food Crops and Horticulture SMK Negeri 3 Sidrap, drawn using total sampling technique. Data collection techniques are direct observation of the activity process and observations made by teachers during practicum activities. The data analysis technique used is quantitative descriptive analysis by looking at the percentage of success of practicum implementation. Based on the results of the study, it can be seen that the implementation of the practice of soil temperature and moisture measurement subjects can be carried out well, as the results of observations on the implementation of activities reach a percentage of 100% and the results of observations using Internet of Things (IoT)-based Automation Control System media in practical learning by 100%. Thus, it can be concluded that the implementation of practicum can be done by implementing Internet of Things (IoT)-based Automation Control System media.
Pengembangan Video Tutorial dalam Pelatihan Magang Kerja Siswa SMK di PT. Sinar Energi Sulawesi Handy Ferdiansyah; Zulkifli N; Nurmayanti Nurmayanti
Edumaspul: Jurnal Pendidikan Vol 5 No 1 (2021): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v5i1.1127

Abstract

Penelitian bertujuan untuk menentukan gambaran kebutuhan media pelatihan, gambaran desain, dan validitas serta kepraktisan Pengembangan Video Tutorial dalam Pelatihan Magang Kerja Siswa SMK Di PT. Sinar Energi Sulawesi. Jenis ini merupakan penelitian dan pengembangan. Teknik pengumpulan data yang digunakan adalah teknik observasi dan angket kuesioner. Hasil penelitian ini menunjukkan bahwa penggunaan media pelatihan video tutorial dalam pelatihan magang kerja di PT. Sinar Energi Sulawesi: (i) menggambarkan perlunya media pelatihan video tutorial dalam pelatihan magang kerja siswa SMK dimulai dengan besarnya jumlah permintaan pelatihan serta terbatas waktu, jarak, dan biaya besar. memungkinkan untuk memaksimalkan hasil pelatihan, oleh karena itu perlu dibuat media pelatihan yang inovatif yakni video tutorial dalam pelatihan magang kerja. (ii) gambaran desain media pelatihan video tutorial dalam pelatihan magang kerja ini, peneliti mengadakan pertemuan dengan Tim isntruktur yang kemudian mengumpulkan materi selanjutnya membuat flowchart dan storyboard. (iii) media pelatihan video tutorial dalam pelatihan magang kerja yang dikembangkan memenuhi kriteria valid berdasarkan penilaian para ahli yaitu ahli materi dan ahli media dalam kategori Sangat Baik, sedangkan pada pengujian tingkat kepraktisan yang diperoleh dari kuisioner pelatih dan peserta pelatihan beradda dalam kategori Sangat Praktis.
The Effect of Cake Applications on English Learning Outcomes of Class X Students of SMKS Muhammadiyah Sidrap Agussalim Agussalim; Husain Hamka; Febriani Febriani; Handy Ferdiansyah; Zulkifli N
Edumaspul: Jurnal Pendidikan Vol 6 No 2 (2022): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v6i2.4232

Abstract

This study aims to determine the effect of Cake application on English learning outcomes of class X SMKS Muhammadiyah Sidrap. This research was conducted at SMKS Muhammadiyah Sidrap in July 2021. This research is a quantitative study using the True Experimental Design method. The population in this study were students of class X SMKS Muhammadiyah Sidrap. The class was divided into 2 groups, namely the control group with 14 students and the experimental group with 15 students. Each research group uses a different learning method. The control group learns using the lecture method, while the experimental group learns using the Cake application. Data collection techniques in this study were in the form of multiple choice tests. The data analysis technique is in the form of t-test. The result of this study is that the experimental group is larger than the control group, so it can be concluded that H0 is rejected and Ha is accepted.
HUBUNGAN KONSEP DIRI DENGAN KECERDASAN EMOSIONAL ANAK USIA 4-5 TAHUN DI TK SEHAT CERIA KECAMATAN MANDAU KABUPATEN BENGKALIS Ratnasari; Ria Novianti; Zulkifli N
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 2 (2022): March
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i2.8197

Abstract

Membangun sebuah konsep diri sangatlah diperlukan oleh anak-anak. Kecerdasan emosional juga harus terbentuk untuk melahirkan control diri pada anak. Artikel ini membahas tentang hubungan antara konsep diri and kecerdasan emosional pada anak usia 4-5 tahun di TK Sehat Ceria KecamatanMandau Kabupaten Bengkalis Riau. Adapun sampel dalam penelitian ini adalah seluruh anak usia 4-5 tahun di TK Sehat Ceria Kecamatan Mandau Kabupaten Bengkalis berjumlah 30 orang anak. Metode yang digunakan survey dengan teknik korelasi. Teknik pengumpulan data yang digunakan adalah observasi data. Teknik analisis data adalah teknik statistik dengan menggunakan rumus pearson product moment. Hasil penelitian diketahui tingkat konsep diri anak berada dalam kategori baik dan tingkat kecerdasan emosional anak berada dalam kategori cukup. Hasil uji hipotesis menunjukkan nilai koefisien korelasi sebesar rxy yaitu 0.6030 lebih besar dari rtabel yaitu 0.364 (0.6030 > 0.364) dengan taraf signifikansi 0.000 < 0.05. Dengan demikian dapat disimpulkan bahwa terdapat hubungan antara konsep diri dengan kecerdasan emosional. Tingkat hubungan termasuk dalam kategori kuat dengan nilai koefisien determinan sebesar 36.4%, artinya bahwa konsep diri memberi kontribusi sebesar 36.4% terhadap kecerdasan emosional, sisanya 64% ditentukan oleh variabel lain.
PENGEMBANGAN APLIKASI ECSON (EARLY CHILDHOOD SEXEDUCATION) UNTUK KEMAMPUAN MENGENAL PENDIDIKAN SEKS ANAK USIA 5-6 TAHUN Yessi Komalasari; Enda Puspitasari; Zulkifli N
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 6 (2022): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i6.8908

Abstract

This article examines the feasibility of the ECSON (Early Childhood Sex educatiON) application to introduce sex education to children aged 5–6 years. The type of research used is research and development. The steps are recognizing potential and problems, collecting data or information, product design, product design validation, design revision, product development, and product testing. Data collection techniques were conducting observation, distributing questionnaires, and analyzing documentation. The instrument used was a questionnaire to validate the ECSON application from media experts, material experts, and educators. The data analysis technique used was descriptive quantitative analysis. The research indicated that validation from material experts was 85% (“very feasible”), validation from media experts was 85% (“very feasible”), and validation from educators obtained a percentage of 97% (“very feasible”). The results of the limited trial that had been conducted achieved a percentage of 92%. Based on the results of the study, it can be concluded that the ECSON (Early Childhood Sex educatiON) media is appropriate to be used as a learning medium in introducing sex education to children aged 5–6 years at RA Nurul Hikmah Seberida.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA KELAS IVC SEKOLAH DASAR NEGERI 108 PEKANBARU Lazim; N, Zulkifli
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 3 No. 1 (2014): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The problem in this research was the low score of students’ learning outcomes in social science. There were still many students who did not understand basic concepts and tended to memorize examples. This condition was shown by only 58.07% of 31 students achieving the Minimum Completeness Criteria (KKM) based on students’ test scores in class IVC of SDN 108 Pekanbaru for the cooperative subject. The students’ average score was 62.4, while the KKM determined by the school was 68. Based on this problem, it was necessary to conduct classroom action research using the cooperative learning model of the Teams Games Tournaments (TGT) type. This research aimed to determine whether the implementation of the cooperative learning model of the Teams Games Tournaments (TGT) type could improve students’ social science learning outcomes in class IVC of SDN 108 Pekanbaru in the 2013/2014 academic year with 31 students. This research was conducted in two cycles. The first cycle consisted of three meetings with one daily test and the first tournament, while the second cycle consisted of three meetings with one daily test and the second tournament. The instruments used to collect data in this research were teacher observation sheets, student observation sheets, and tests. Through the implementation of the cooperative learning model of the Teams Games Tournaments (TGT) type, students’ learning outcomes improved. The percentage of completeness in the basic score was 54.8% with an average score of 62.40, which increased to 77.4% with an average score of 75.6 in cycle I and further increased to 87.1% with an average score of 81.1 in cycle II. The percentage of teacher activity in cycle I was 81.9% and increased to 92.3% in cycle II. Meanwhile, the percentage of students’ activity in cycle I was 75.4% and increased to 92.2% in cycle II. Based on these data, it can be concluded that the implementation of the cooperative learning model of the Teams Games Tournaments (TGT) type can improve students’ learning outcomes in class IVC of SDN 108 Pekanbaru.
Co-Authors Abdiska, Debi Agussalim Agussalim Agustina, Vina Tri Aisya Amini Akbar, Bill Andi Sadapotto Angareani, Reni Artanti, Annisa Azkia, Hilwa Azry, Said Maulana Br Sinaga, Sry Khayrani Buhari Buhari Bunda, Mutiara Darma, Surya Puspita Daviq Chairilsyah Dedi Kuswandi DENY KURNIAWAN Desi Rahmawati Dessy Aspira Desvira, Tetri Devi Purnama Sari Devi Risma Dewi Rohana Dini, Rahmi Permata Efendy, Muh Alief Enda Puspitasari Endah Puspitasari Endrizal Ridwan Erwin Erwin Eva Eriani Fadhilah Hasib, Fatin Febrialismanto, Febrialismanto Febriani Febriani Ferdiansyah, Handy Fery Andrianus, Fery Fikri Aulia Hambing, Agus Handy Ferdiansyah Hardianti Hardianti, Hardianti Hendar puspitasari Henry Praherdhiono Herawati, Firda Hukmi Hukmi Hukmi Hukmi, Hukmi Husain Hamka Iska Andria, Iska Islami, Nanda Putri Kamarni, Neng Lauren Afrylisa Kaban Lazim Loviana, Nurtia Manda, Ibrahim Mastuinda, Mastuinda Maulidina Murvi, Sarah Meyke Garzia, Meyke Muhammad Takdir, Muhammad Nadila, Iis Nanda Pratiwi Nanda Pratiwi Novianti , Ria Nur Alia Fitri Nurlita, Nurlita Nurmayanti Nurmayanti Nurmayanti, Nurmayanti Nurmayanti, Nurmayanti L Nurtia Loviana Pauziana Pauziana Prakawati, Helda Pratiwi, Bunga Indra Purba, Betty Safitry Rahma Dani, Laila Ratnasari Ratnawati Ratnawati Ria Novianti Ria Novianti Rita Kurnia Rosania, Tania Salmiati Salmiati, Salmiati Sam Hermansyah Sandi Lubis Sapuan, Noraina Mazuin Sari, Hesti Kumala Satria, Defni Septi Lulu Manik, Septi Lulu Sofyan, Wahyudi Sri alela, Sri SRI RAHAYU Sundari Sundari Syafruddin Karimi, Syafruddin Syahidah &#039; Tan, Firwan Werry Darta Taifur Yani, Relwi Yanza, Nadya Dwi Yeni Solfiah Yeni solfiah, Yeni Yessi Komalasari YETMI, UTRI SAFRI Yuni, Putri Ismi Yunika, Nurheliza Zahir, Roya ZURAIDAH ZURAIDAH