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PENINGKATAN PEMAHAMAN KONSEP BILANGAN MELALUI BERMAIN KONSTRUKTIF PADA ANAK KELOMPOK A1 Reni Dew Nur Isnaini; Yudianto Sujana; Djaelani Djaelani
Kumara Cendekia Vol 7, No 1 (2019): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.179 KB) | DOI: 10.20961/kc.v7i1.35657

Abstract

Meningkatkan Keterampilan Berbicara Melalui Model Pembelajaran Talking Stick pada Anak Kelompok A3 TK Tarbiyatul Banin II Salatiga Semester II Tahun Ajaran 2013/ 2014 Hertiana Yuni Kharismawati; samidi Samidi; Yudianto Sujana
Kumara Cendekia Vol 2, No 2 (2014): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (210.89 KB) | DOI: 10.20961/kc.v2i2.34170

Abstract

HUBUNGAN ANTARA PENDAPATAN ORANG TUA TERHADAP PERILAKU PROSOSIAL ANAK USIA DINI DI SEKOLAH Hesti Wulandari; Yudianto Sujana; Muhammad Munif Syamsuddin
Kumara Cendekia Vol 7, No 3 (2019): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (630.394 KB) | DOI: 10.20961/kc.v7i3.36442

Abstract

PENGGUNAAN VIDEO PEMBELAJARAN UNTUK MENINGKATKAN PENGETAHUAN SEKSUALITAS PADA ANAK KELOMPOK B2 TK ISLAM PERMATA HATI MAKAM HAJI KABUPATEN SUKOHARJO TAHUN AJARAN 2015/2016 Maryam Mar'atus Sholikah; Kuswadi Kuswadi; Yudianto Sujana
Kumara Cendekia Vol 6, No 3 (2018): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (351.757 KB) | DOI: 10.20961/kc.v6i3.35134

Abstract

Penerapan Kegiatan Bermain Musik Untuk Meningkatkan Aspek Sosial-Emosional Pada Anak TK Merpati Pos Tahun Pelajaran 2013/2014 Forry Stella Nasanjaya; Samidi Samidi; Yudianto Sujana
Kumara Cendekia Vol 2, No 1 (2014): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (266.897 KB) | DOI: 10.20961/kc.v2i1.32240

Abstract

Abstrak
Pengaruh Phonics Method Terhadap Kemampuan Membaca Permulaan Anak Kelompok B TK Aisyiyah Bustanul Athfal Kertonatan Amalia Desy Puspitasari; Ruli Hafidah; Yudianto Sujana
Kumara Cendekia Vol 6, No 2 (2018): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.268 KB) | DOI: 10.20961/kc.v6i2.35111

Abstract

EFEKTIVITAS PERMAINAN EDUKATIF TERHADAP MINAT BELAJAR ANAK Siti Hitthotunnahdliyyah Al Badawi; Warananingtyas Palupi; Yudianto Sujana
Kumara Cendekia Vol 6, No 3 (2018): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/kc.v6i3.35142

Abstract

MENINGKATKAN KEMAMPUAN MENGENAL LAMBANG HURUF MELALUI LECTURE BINGO GAMES PADA ANAK KELOMPOK A TK SRI JUWITA HANUM MOJOSONGO TAHUN AJARAN 2016 / 2017 Alifia Nisa Nursanti; Yudianto Sujana; Muhammad Munif Syamsuddin
Kumara Cendekia Vol 7, No 1 (2019): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (568.296 KB) | DOI: 10.20961/kc.v7i1.35655

Abstract

Development of Module and Augmented Reality Based Android Aplication Computer Assembly For Vocational High School Student Muhammad Ardan Maulana; Yudianto Sujana; Aris Budianto
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35751

Abstract

Based on observation in class X TKJ SMK Negeri 1 Sawit. Students had some problem when learning computer assembly. That happens because lack of equipment and learning media. They need a learning media that can be used to study computer assembly not only inside a school but outside as well. We propose to solve that problem with developing a new learning media that can help students learn independently. We develop a module and android based augmented reality application called ARRAKOM . when ARRAKOM detect a marker in the module. It can display a 3-dimensional model in real time. Learning media is created using ADDIE consist of Analysis, Design, Development, Implementation, and Evaluation. In the development stage, we are using an incremental model and created 2 prototypes of ARRAKOM. In result of the feasibility test, Arrakom gets measured with a Likert scale from expert media get percentage 75% very good, 25% good, 0% bad, 0% very bad. for expert material get percentage 57% very good, 43% good, 0% bad, 0% very bad. And from user get percentage 47% very good, 43% good, 3% bad and 0% very bad.
Development of Learning Media Game Computer Assembly (GAPEKO) Android Based on Computer Assembly Subjects for Students TKJ SMK Negeri 1 Sukoharjo Mutri Widiasih; Yudianto Sujana; A G Thamrin
Journal of Informatics and Vocational Education Vol 2, No 1 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i1.35699

Abstract

Research and development is aimed to (1) make the game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo to support the material practice of computer assembly (2) to investigate the feasibility of learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo. GAPEKO learning media is developed by Adobe Flash Professional CS6 and published as an .apk file to be installed and used on android phone. Research and development is carried out with a model of the development of DDD-E (Decide, Design, Develop, Evaluate). The results of the feasibility study and measurement of media expert obtained a percentage of 78.23% is categorized as very feasible, material expert obtained a percentage of 91.67% is categorized as very feasible, and the test results obtained by a percentage of 81.35% users categorized as very feasible. Based on the measurement results feasibility it can be concluded that the learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo included in the category of very feasible to use, both from the aspect of media, materials, and users.