Ai Syarifah
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PENGGUNAAN PERMAINAN KONSTRUKTIF MEDIA PLAYDOUGH DALAM MENINGKATKAN KREATIVITAS ANAK MELALUI PADA ANAK KELOMPOK B Illis Komariah Krisdewi Nurnawati; Ai Syarifah; Chandra Asri Windarsih; Fifiet Dwi Tresna Santana
CERIA (Cerdas Energik Responsif Inovatif Adaptif) Vol 3, No 2 (2020): Volume 3 Nomor 2, Maret 2020
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/ceria.v3i2.p%p

Abstract

The low creativity of students can be seen in participating in learning. The child is still imitating the work of his friend, has not been able to stick to a pattern in accordance with the place provided, and coloring exactly the same as his friend. Researchers make improvements to learning through constructive play. Constructive play students are stimulated to think with the idea, to be more optimal. Issues examined1) What are the objective conditions of children's creativity before making constructive play 2) How to implement constructive play on children and 3) How to increase children's creativity?The method applied is Action Research. The results of the analysis and discussion are outlined descriptively. The study was applied to two cycles. The results showed that: 1) the pre-cycle stage there were 1 child (8%) at a very good level and 12 children (92%) at a sufficient level. 2) The application of constructive games is applied in the form of building activities or making a form or construction using playdough in accordance with the ideas given the theme. 3) Based on the results of the action, the child's creativity has increased. In the initial cycle the average ability of children was 50.48%, in the first cycle (first meeting) was 58.17%, in the first cycle (second meeting) was 64.90%, in the second cycle (first meeting) was 72.12% , and in the second cycle (second meeting) by 81.25%.Rendahnya kreativitas siswa dapat terlihat dalam mengikuti pembelajaran yang dilakukan. Anak masih meniru hasil karya temannya, belum mampu menempel sebuah pola sesuai dengan tempat yang disediakan, dan mewarnai sama persis dengan temannya. Peneliti melakukan perbaikan pembelajaran melalui permainan konstruktif. Bermain konstruktif siswa dirangsang untuk berpikir dengan idenya, agar lebih optimal. Permasalahan yang dikaji: 1) Bagaimana kondisi obyektif kreativitas anak sebelum melakukan permainan konstruktif 2) Bagaimana pelaksanaan permainan konstruktif pada anak dan 3) Bagaimana peningkatan kreativitas anak?. Metode yang diterapkan yaitu Action Research. Hasil dari analisis dan pembahasan dituangkan secara deskriptif. Penelitian diaplikasikan ke dua siklus. Hasil riset menunjukkan bahwa: 1) tahap pra siklus terdapat 1 anak (8%) berada pada tingkatan sangat baik dan 12 anak (92%) pada tingkatan cukup. 2) Penerapan permainan konstruktif diaplikasikan berupa kegiatan membangun atau membuat suatu bentuk atau konstruksi menggunakan playdough sesuai ide dengan tema yang diberikan. 3) Berdasarkan hasil tindakan, kreativitas anak mengalami peningkatan. Pada siklus awal rata-rata kemampuan anak sebesar 50.48%, siklus I (pertemuan kesatu) sebesar 58,17%, siklus I (pertemuan kedua) sebesar 64,90%, siklus II (pertemuan kesatu) sebesar 72,12%, dan siklus II (pertemuan kedua) sebesar 81,25%.