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Peningkatan Kemampuan Membaca Permulaan Menggunakan Media Papan Flanel Cerdas pada Anak Didik Usia 5 – 6 Tahun: Improving Beginning Reading Ability Using Smart Flanel Board Media in Students aged 5-6 Years Sari, Evi Purwita; Wijaya, Intan Prastihastari; Dwiyanti, Linda
Absorbent Mind Vol. 3 No. 1 (2023): Psychology and Child Development
Publisher : Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/absorbent_mind.v3i1.2638

Abstract

This study aims to improve initial reading skills in group B students at Dharma Wanita Kindergarten, Jambi Village. This study used the PTK approach, with the research subjects being group B students of the Dharma Wanita Kindergarten, Jambi Village. The research was conducted in 3 cycles, using observation sheet instruments, performance or worksheets, and documentation. The results of this study show that (1) Through the learning action cycle, it can be proven that children who were previously not fluent in reading skills are now fluent (2) after researching, children who previously did not memorize letters now have memorized (3) Through action cycles Learning smart Flanel board media is proven to be able to improve reading comprehension skills for students who previously felt bored because of the teacher's lack of creativity in learning media, now children are more enthusiastic when participating in learning activities. It can be shown through the results of the mastery cycle in learning using smart Flanel board media that has been carried out, namely in cycle I getting a percentage of 41.16%, cycle II 70.58%, and cycle III 94.11%, which can be said to have increased as expected.
MENINGKATKAN KEMAMPUAN BERBAHASA ANAK USIA DINI MELALUI MEDIA PANGGUNG BONEKA TANGAN Lestariningrum, Anik; WIJAYA, INTAN PRASTIHASTARI
Nusantara of Research : Jurnal Hasil-hasil Penelitian Universitas Nusantara PGRI Kediri Vol 1 No 1 (2014)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (154.655 KB) | DOI: 10.29407/nor.v1i1.15

Abstract

ABSTRAK Penelitian ini dilatar belakangi hasil pengamatan dan pengalaman peneliti, bahwa panggung boneka tangan adalah salah satu media yang menyenangkan bagi anak usia dini selain itu  juga dianggap dapat membantu mempercepat berkembangnya bahasa anak yang meliputi kemampuan berbicara, menulis, membaca dan menyimak. Disisi lain panggung boneka tangan bisa digunakan dalam pembelajaran yang tidak terfokus pada tema tertentu saja, tetapi masuk secara holistik ke dalam semua tema yang digunakan dalam pembelajaran anak usia dini. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) kolaboratif, dengan sampel anak didik  kelompok  A  PAUD Ar- Ridwan Kota Kediri sejumlah 19 anak. Penelitian dilaksanakan dalam tiga siklus, menggunakan instrumen berupa RKH, lembar observasi aktivitas guru, dan pedoman observasi aktivitas anak. Kesimpulan hasil penelitian ini adalah: (1) Melalui tiga siklus tindakan pembelajaran telah dapat ditemukan langkah-langkah (sintak) yang efektif tindakan bercerita panggung boneka tangan sebagai media pengembangan kemampuan berbahasa bagi anak usia dini kelompok A. (2) Melalui tiga siklus tindakan pembelajaran dapat dibuktikan bahwa tindakan bercerita panggung boneka tangan terbukti berhasil dan efektif sebagai media pengembangan kemampuan berbahasa anak usia dini kelompok A. Implikasi praktis hasil penelitian ini adalah bahwa tujuan pendidikan pada satuan pendidikan PAUD/TK lebih diutamakan pada pengembangan kemampuan dasar pembiasaan, bahasa, kognitif, dan fisik/motorik. Untuk membentuk kemampuan dasar itu diperlukan beberapa syarat, diantaranya adalah penciptaan lingkungan belajar dan model pembelajaran yang menyenangkan. Penggunaan bercerita dengan media panggung boneka tangan terbukti dapat memenuhi tujuan tersebut. Maka guru-guru PAUD/TK dapat menggunakannya dalam pembelajaran, dalam upaya meningkatkan penguasaan kemampuan dasar anak, khususnya dalam kemampuan berbahasa anak.
Game Geometri Digital (Gaged) untuk Pengembangan Kemampuan Kognitif pada Anak Usia 3-4 Tahun Susanti, Brigita Ika; Wijaya, Intan Prastihastari; Khan, Rosa Imani
PINUS: Jurnal Penelitian Inovasi Pembelajaran Vol 7 No 2 (2022): Volume 7 Nomor 2 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/pn.v7i2.16561

Abstract

The development of cognitive capacities in early childhood to introduce geometry through digital geometry games seeks to enable children to recognize the shapes of items around them. Geometry games can also help children learn to solve problems on their own. The difficulty in pairing geometric images that match their companion was identified as an issue in the Play Group Santo Yoseph II Kediri for children aged 3-4 years. Researchers are introducing computer games to 5 children aged 3 to 4 years as part of an effort to solve this problem. The study's findings are deemed successful because the results of the assessment of measuring activities through digital geometry game media for students aged 8 to 12 years old were obtained from the calculations in the second cycle.
Health Education from An Early Age: Implementation and Evaluation of Healthy School Technical Guidance (Bimtek) in Early Childhood Education Institutions in Kediri Regency Anik Lestariningrum; Intan Prastihastari Wijaya; Nur Lailiyah; Isfauzi Hadi Nugroho; Sagista Cahayanti; Marselina Ngindang; Wika Nadya Belvana; Kheiza Reva Maharafni
Aktual: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2026): Aktual: Jurnal Pengabdian Kepada Masyarakat
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/aktual.v4i2.687

Abstract

Background: Education on clean and healthy living habits from an early age is an important foundation for developing children’s character and future health quality. However, the implementation of healthy school programs in early childhood education (PAUD) institutions still faces various challenges, including limited educator understanding and the suboptimal management of healthy learning environments. Objectives: This article aims to describe the implementation and evaluate the effectiveness of healthy school technical guidance (BIMTEK) activities for PAUD educators. Methods: The study employed a qualitative descriptive method with a participatory approach through the stages of planning, implementation, and evaluation of the BIMTEK activities. The participants consisted of PAUD teachers and administrators who were actively involved in the training program under the supervision of the Education Office of Kediri Regency. Data collection techniques included observation, interviews, and documentation. Results: The results showed that the healthy school BIMTEK activities improved educators’ understanding and skills in implementing healthy school principles, including sanitation management, environmental cleanliness, and the habituation of clean and healthy living behaviors (PHBS) among children. In addition, positive changes were identified in learning practices that became more integrated with health values. The evaluation also indicated an increased institutional commitment to creating healthy and child-friendly PAUD environments. Conclusion: Therefore, the healthy school BIMTEK program was considered effective as a strategic effort to support the sustainable implementation of healthy school programs in PAUD institutions.
Development of The Jungle Adventure Game Media to Stimulate Concentration in Early Childhood Diana Wulandari; Intan Prastihastari Wijaya; Linda Dwiyanti
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 9, No 1 (2026): Jurnal Caksana: Pendidikan Anak Usia Dini
Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jcpaud.v9i1.2739

Abstract

This study aims to develop “The Jungle Adventure” game-based learning material to stimulate concentration in early childhood. The study employed the Research and Development (R&D) method, which includes needs analysis, information gathering, product design, validation, testing, and product revision. The research subjects consisted of one subject matter expert, one media expert, two teachers from Kindergarten Class A2, and 11 children aged 3–4 years at Kindergarten Class A2 of Labschool UN PGRI Kediri. Data collection techniques included observation, interviews, documentation, an expert validation questionnaire, and a teacher practicality questionnaire. The data were analyzed qualitatively and quantitatively using percentages. The results showed that the media received 100% subject matter expert validation and 95% media expert validation, both categorized as “highly valid.” The results of the teacher practicality test reached 92.5%, categorized as “highly practical.” A limited pilot test showed positive responses from children toward the media as well as an increase in children’s concentration, as indicated by an increase in the “Developing as Expected” and “Developing Very Well” categories. Thus, the “The Jungle Adventure” media is deemed valid, practical, and suitable for use in stimulating concentration in early childhood.
Pengondisian Klasik dalam Pembentukan Disiplin Belajar: Tinjauan Teoretis terhadap Dampaknya pada Kondisi Psikologis Siswa Karmila Karmila; Siti Chalimatus Sa'diyah; Ardabilly J. Firdaus; Intan Prastihastari Wijaya
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 5 No. 2 (2026)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v5i2.1354

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Penelitian kualitatif deskriptif ini bertujuan menganalisis penerapan teori pengondisian klasik Ivan Pavlov dalam pembelajaran di SMPN 2 Ngadiluwih, serta dampaknya terhadap perilaku dan psikologis siswa kelas VIII F (32 siswa). Data dikumpulkan melalui kuesioner tertutup, dokumentasi, wawancara semi-terstruktur bersama perwakilan siswa, guru kelas, dan guru BK, dan studi kasus yang kemudian dianalisis menggunakan model Miles, Huberman, dan Saldaña. Hasil penelitian menunjukkan bahwa stimulus guru berupa teguran, reward, dan punishment efektif mereduksi perilaku maladaptif siswa menjadi respon kedisiplinan formal. Namun, pengelolaan stimulus yang kaku memicu pengondisian emosi klasik yang negatif, sehingga menimbulkan kecemasan siswa dan kepatuhan semu. Dalam konteks Kurikulum Merdeka, temuan ini menegaskan bahwa konsep pembelajaran yang berpusat pada siswa tetap membutuhkan kehadiran stimulus pengkondisian klasik yang dikelola secara sadar oleh guru. Penelitian ini memberi rekomendasi pentingnya mengkomposisikan struktur behavioristik Pavlov dengan pendekatan kognitif-humanistik yang ramah anak guna mewujudkan kemandirian belajar yang sehat secara psikologis.
Meningkatkan Pemahaman Perencanaan Karir Peserta Melalui Bimbingan Klasikal Dengan Menggunakan Peta Konsep Rizki Soya Intani; Intan Prastihastari Wijaya; Ayu Febri Eka Putri
Jurnal Pendidikan Sosial Dan Konseling Vol. 3 No. 2 (2025): Juli - September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v3i2.3280

Abstract

Lack of understanding related to career planning will affect the process of making career decisions for the future and career planning as a way to prepare and equip students to be ready and mature to face various challenges regarding careers in the future. The results of observations conducted in class X 12 SMA Negeri 7 Kediri showed a lack of understanding of career planning. This research was conducted as an effort to improve students' understanding of career planning through classical action services. By using concept map. The research was conducted with three meetings, pre-action, cycle I and cycle II. Each cycle was carried out with the same stages, namely planning, action, observation and reflection. The research subjects were students of class X 12 totaling 36 students. The results of the questionnaire analysis showed an increase in the understanding of career planning of students indicated by the average value at pre-action 63%, then in cycle I increased to 68% and in cycle II 73% which means effective in improving career planning with concept maps in students
Meningkatkan Perilaku Asertif Peserta Didik Melalui Layanan Bimbingan Kelompok Dengan Metode Role Playing Cyndi Apriani Sitanggang; Intan Prastihastari Wijaya
Jurnal Pendidikan Sosial Dan Konseling Vol. 3 No. 2 (2025): Juli - September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v3i2.3406

Abstract

Assertive behavior is the ability to be assertive, refuse without offending the feelings of others and build friendships with others, the environment and the surrounding community. Observations conducted in class X at SMA Ngeri 7 Kediri showed that there were several students who had low / sufficient assertive behavior. This study aims to improve the assertive behavior of students with role playing techniques through group guidance services. The research was conducted in two cycles with a total of three meetings, starting from pre-cycle, followed by cycle I and cycle II. Each cycle consists of 4 stages; planning, implementation, observation, reflection. The research subjects were 7 students of class X-8. The method of this research is descriptive and comparative analysis to compare data before and after action during the implementation of each cycle. The results showed an increase in students' assertive behavior with 32% in the pre-cycle, increasing to 46% in cycle I then continued in cycle II increasing to 62%, these results show that role playing is able to increase the assertive behavior of students.
Strategi Bimbingan Klasikal Dengan Teknik Permainan Simulasi Dalam Meningkatkan Regulasi Diri Peserta Didik Kelas Xi-1 Di Sma Negeri 7 Kediri Latiefan Nisaa; Intan Prastihastari Wijaya; Ayu Febri Eka Putri
Jurnal Pendidikan Sosial Dan Konseling Vol. 3 No. 2 (2025): Juli - September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v3i2.3410

Abstract

This study aims to improve students' self-regulation skills through classical guidance services using simulation game techniques. The method employed is Classroom Action Research (CAR) conducted in three cycles with students from class XI-1. The results showed a gradual improvement in self-regulation skills, as indicated by an increase in observation scores from 41.6% in the pre-cycle, which decreased to 38.7% in cycle I, then significantly increased to 56.8% in cycle II, and reached 68.2% in cycle III. The decline in cycle I was caused by students' low ability to manage emotions, lack of self-confidence, and difficulty accepting others' successes. Through modifications in service strategies and reinforcement in cycles II and III, students showed positive development in self-control, personal initiative, and satisfaction with individual and group work outcomes. Factors supporting this improvement include a conducive learning environment, enjoyable game strategies, and a reflective approach that encourages self-awareness. Therefore, simulation game techniques prove to be an effective approach in classical guidance services to develop students' self-regulation skills in a gradual and sustainable manner.
PENGEMBANGAN MULTIMEDIA FUNWORDS UNTUK PEMAHAMAN KOSAKATA ANAK USIA DINI Sari Nadhifa Al Fahmi; Intan Prastihastari Wijaya; Anik Lestariningrum
Kumara Cendekia Vol 13, No 4 (2025): KUMARA CENDEKIA
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/kc.v13i4.102407

Abstract

Pemahaman kosakata merupakan aspek fundamental dalam perkembangan bahasa anak usia dini dan menjadi dasar bagi keterampilan berbahasa lainnya. Penelitian ini bertujuan untuk mengembangkan serta menguji efektivitas multimedia interaktif FunWords dalam meningkatkan pemahaman kosakata Bahasa Inggris pada anak usia dini. Penelitian menggunakan metode Research and Development (R&D) dengan enam tahapan: (1) penelitian dan pengumpulan informasi, (2) perencanaan, (3) pengembangan produk awal, (4) uji lapangan awal, (5) revisi produk, dan (6) uji lapangan utama. Subjek penelitian terdiri dari 10 anak usia dini di salah satu taman kanak-kanak di Kota Kediri. Teknik pengumpulan data meliputi observasi, wawancara, angket validasi ahli, dan tes kemampuan kosakata anak. Data dianalisis secara kuantitatif deskriptif untuk menilai validitas dan efektivitas produk. Hasil validasi oleh ahli materi dan media menunjukkan skor masing-masing 0,85 dan 0,8875, yang dikategorikan sangat valid. Uji coba lapangan menunjukkan peningkatan pemahaman kosakata anak dengan respons positif sebesar 85%. Temuan ini menunjukkan bahwa FunWords efektif sebagai media pembelajaran interaktif yang mampu meningkatkan pemahaman kosakata dan motivasi belajar anak usia dini. Media FunWords direkomendasikan sebagai alternatif inovatif dalam pembelajaran Bahasa Inggris pada jenjang pendidikan anak usia dini.