Tri Wahyu Martiningsih
Pendidikan Islam Anak Usia Dini, Tarbiyah, Universitas Ibrahimy Situbondo

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FROG DANCE: ART LEARNING FOR HYPERACTIVE AUTISM CHILDREN Tri Wahyu Martiningsih; Fabiola Dharmawanti; Warih Handayaningrum
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Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (352.709 KB)

Abstract

The purpose of this study was to analyze the strategy and learning outcomes of frog dance in hyperactive autism childrens at Inclusive PAUD Anggrek Mandiri school in Situbondo. The approach of this study is a qualitatif study with interview and observation as tools research. The participations of this study are two autism childrens. The result shows that learning strategy of frog dance performed by teacher using storytelling and imitation method with group model in inclusion class. Frog-dance learning’s results improved on the development of physical, intellectual, social, and emotional aspects.  
PERKEMBANGAN KOGNITIF ANAK MELALUI PERMAINAN POHON PINTAR PADA KELOMPOK A (USIA 4-5TAHUN) DI RA RAUDLATUL ULUM KOTALON BATAH TIMUR KWANYAR BANGKALAN Tri Wahyu Martiningsih; Wardatul Mahmudah
Atthufulah : Jurnal Pendidikan Anak Usia Dini Vol 1 No 2 (2021): Atthufulah - April
Publisher : Program Studi Pendidikan Islam Anak Usia Dini Fakultas Tarbiyah Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (139.096 KB) | DOI: 10.35316/atthufulah.v1i2.1453

Abstract

This research is motivated by the low cognitive ability of children in group a. the problem is that there are still many children who have not been able to achieve the indicators of cognitive ability, some children still have difficulty in counting. based on the background of that problem, the problem formulation emerged: how the process of increasing cognitive development through smart tree games in group a. smart tree games can be done by means of children sticking fruit shapes on trees so that children can think when doing these activities and their cognitive development can be further improved. the kind of research used is classroom action research, to find and solve learning problems in the classroom and is carried out cyclically. each cycle consists of planning, action, observation, and reflection with the aim of improving the quality and learning outcomes in the classroom. the results obtained from improving children's cognitive development through smart tree games at ra raudlatul ulum kotalon batah timur kwanyar bangkalan in the first cycle reached 64%, while in the second cycle it reached 85.71% which was able to reach the kkm of a total of 14 students. suggestions that can be given include: the principal must provide the facilities needed by students, such as games, the goal is that children do not feel bored when teaching and learning activities take place. meanwhile, for the teachers is to always encourage their students.
PENGEMBANGAN ALAT PERMAINAN EDUKATIF PEROSOTAN ARITMATIKA (PETIK) UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG ANAK USIA 5-6 TAHUN Siti Nurhatijah; Hariyanto Hariyanto; Tri Wahyu Martiningsih
Atthufulah : Jurnal Pendidikan Anak Usia Dini Vol 3 No 1 (2022): Atthufulah - October
Publisher : Program Studi Pendidikan Islam Anak Usia Dini Fakultas Tarbiyah Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/atthufulah.v3i1.2299

Abstract

This study aims to develop products in the form of appropriate and effective learning media used for learning to count, especially basic addition and subtraction for children aged 5-6 tahun years. The method used in this research is R&D (research and development), namely product development in the form of an arithmetic slide educational game tool (PETIK) and data collection techniques used are observation, interviews, documentation and validation questionnaires form material experts, media and learning experts. The data analisys technique used in this study used descriptive analisys of percentages. The results of this study indicate that the arithmetic slide educational game tool (PETIK) has met the criteria for being very feasible and effective in being used in learning activities to improve the numeracy skills of children aged 5-6 years.
The Impact of Quizizz Learning Media in Increasing Interest and Learning Motivation for Early Childhood Education Students Nuary, Muhammad Guruh; Abidin, Jenal; Pranatha, Aria; Martiningsih, Tri Wahyu; Rusdiani, Irsad
Journal International of Lingua and Technology Vol. 3 No. 2 (2024)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jiltech.v3i2.657

Abstract

As technology advances in the education sector, there are many updates in the use of learning media, one example is using the Quizizz application. The Quizizz application really helps teachers in the teaching and learning process. The Quizizz application has many interesting features, and makes learning more fun. The quizizz application is one of the learning media chosen by teachers to carry out the learning process for early childhood. The aim of this research is to find out how big the impact of quizizz learning media is in increasing early childhood interest and motivation in learning. This research uses a qualitative method where data is obtained through introducing the Quizizz application to young children and direct interviews with several parties such as teachers and parents of children. The research results show that the use of the Quizizz application in early childhood is carried out well starting from the planning, implementation and evaluation stages. From this research, it can be concluded that the Quizzizz application is very helpful in the children's learning process so that children understand the lessons taught by the teacher more quickly and the interesting features can also increase children's learning motivation. The limitation of this research is that the researcher only conducted research on the quizizz application for early childhood even though there are still many applications that can be used to provide learning motivation for early childhood. The researcher hopes that future researchers can conduct research related to early childhood learning motivation but by using other learning media. This research recommends that future researchers use the research as a reference in conducting research on the impact of the Quizizz application in increasing learning motivation in young children.