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Journal : MOTORIC

ALAT PERMAINAN EDUKATIF FLASHCARD ALFABET SEBAGAI MEDIA PEMBELAJARAN UNTUK ANAK USIA DINI Dzulkifli Dzulkifli; andini dwi arumsari; Ummi Masrufah Maulidiyah
MOTORIC Vol 6 No 1 (2022): Motoric Juni Vol 6 no 1 2022
Publisher : Universitas Narotama

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Abstract

FLASHCARD ALFABET is a learning medium in the form of an educational game tool (APE) that aims to help early childhood in learning to memorize letters A-Z, compose words and also be able to know colors. The game is designed to train fine motor skills in preschool students. This research uses a Descriptive type with a Qualitative approach, the data collection technique in this study is by observation and interview methods. This research was conducted at HANGTUAH 9 Kindergarten located on Jl.Mess Ampel Ujung, Semampir District, Surabaya City. The subjects in this study were all students of TK A Hangtuah 9 class aged 5 years. The results of the study, namely after the researchers conducted experiments for 3 consecutive times in 2 days during school class hours, with the same time on the first and second days using the ALPHABET FLASHCARD that the researcher made and obtained the results showed that the subjects experienced an improvement in the ability to memorize the letters A-Z, distinguish colors, Compose words, and the subject's fine k motori also improved. Keywords: Educational Game Tools, Ability to memorize letters A-Z, ability to Compose words, ability to distinguish colors, fine motor.
TUMBUH KEMBANG ANAK PADA IBU YANG BEKERJA Ummi Masrufah Maulidiyah; andini dwi arumsari
MOTORIC Vol 6 No 2 (2022): Volume 6 No 2 (2022)
Publisher : Universitas Narotama

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Abstract

Working mothers have a dual role apart from being career women as well as housewives. One of the negative impacts of working mothers is not being able to give full attention to their children when children are in a stage of rapid growth and development. Even though mothers have an important role in raising children. Therefore proper parenting is needed so that children can grow and develop optimally. The purpose of this study is to describe how the growth and development of children in working mothers. This research is a descriptive research that comes from journal and article references and other sources obtained from books. The results of this study are that working mothers have a dual role apart from being career women as well as housewives. One of the negative impacts of working mothers is not being able to give full attention to their children when children are in a stage of rapid growth and development. Even though mothers have an important role in raising children. Therefore proper parenting is needed so that children can grow and develop optimally. For example, by spending time on working days off studying and playing with children, taking time every day during work breaks to communicate with children through babysitters or parents who look after children via telephone or WhatsApp video calls. Accompanying children after returning from work by repeating lessons or playing together so that the role of working mothers can know the growth and development of children properly. Keywords: growth and development, child, working mother
PERMAINAN PAPAN FLANNEL TERHADAP KEMAMPUAN MENCOCOKAN ANGKA, WARNA, DAN GAMBAR DAN MELATIH MOTORIK HALUS PADA SISWA PAUD Dzulkifli Dzulkifli; andini dwi arumsari
MOTORIC Vol 6 No 2 (2022): Volume 6 No 2 (2022)
Publisher : Universitas Narotama

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Abstract

FLANNEL BOARD is a learning media in the form of an educational game tool (APE) which aims to help early childhood in learning to recognize numbers, objects and know colors. This game is also designed to train fine motor skills in PAUD students. This research uses the type of experimental research. The data collection technique used in this research is observation with descriptive method. This research was conducted at PAUD Tunas Mulia which is located on Jl. Rangkah Buntu I No. 1, district. Tambaksari, Surabaya. The subjects in this study were 10 PAUD Tunas Mulia students aged 4 years. The results of the study are that after the researchers carried out treatment for 5 times in a row for 3 days in the morning at the same time on the first day to the third day using the Flannel Board that the researchers made and the results of observations showed that the subjects experienced an increase in basic recognition skills. numbers, objects and knowing colors – as well as improving the subject's fine motor skills. Keywords: Educational game tools, number recognition ability, ability to distinguish colors, fine motor skills.
PERAN LITERASI DIGITAL DALAM PEMBELAJARAN DARING PENDIDIKAN ANAK USIA DINI (PAUD) Lukman Junaedi; Muchamad Arif; Andini Dwi Arumsari; Natalia Damastuti; Varia Virdania Virdaus
MOTORIC Vol 7 No 1 (2023): Volume 7 No 1 JUNI 2023
Publisher : Universitas Narotama

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Abstract

The goal of this study was to assess the level of digital literacy proficiency among parents of PAUD students in the Ngawi Regency. The research was conducted using a mixed-methods approach and benchmarked against prior studies of a similar nature on parental digital literacy and online learning at the PAUD level under the new normal. The study's findings included data from 30 PAUD who participated as respondents and represented 30 subdistricts in the Ngawi Regency. Based on the survey's findings, it is known that the majority of PAUD-level online learning processes still use message-based communication via SMS or Whatsapp media instead of digital learning platforms. Numerous PAUD schools have attempted to teach using digital platforms like Zoom, Google Meet, Microsoft Team, but their efforts have been limited by students' low levels of computer proficiency and parents' limited availability. This demonstrates that despite the fact that practically all parents are accustomed to utilizing mobile devices and other digital communication tools for communication, they do not know how to utilize them for learning. According to the study's findings, in order to support the success of learning programs and activities, particularly those conducted online due to the ongoing COVID-19 pandemic, policies and guidelines for digital literacy must concentrate on improving parents' knowledge of and capacity for access to digital learning systems. Keywords: Digital Literacy, Online Learning, PAUD, Covid-19
BOX GAME AND DISPLAY BANNER UNTUK MELATIH KONSENTRASI, MOTORIK, DAN MELATIH BAHASA DAN WAWASAN Maulidiyah, Ummi Masrufah; Dzulkifli, Dzulkifli; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

Educational games are games that have educational elements that are obtained from something that exists and is attached and becomes part of the game itself. Educational Game Tools (APE) are everything that can be used as a means or equipment to play that contains educational value and can stimulate the growth of the child's brain to develop all aspects of the child's ability (potential). The purpose of educational game tools in the learning process of early childhood is as a tool to help people parents and teachers or educators. Provide motivation and stimulate children to carry out various activities in order to find new experiences, Clarify the subject matter given to children, Provide fun for children in playing (learning). This game observation is also designed to train concentration , train motor skills, recognize the concept of cause and effect, train language and insight, recognize colors and shapes. Keywords: Educational games, child develompment
EFEKTIVITAS PERMAINAN ARRANGE ALPHA TERHADAP KEMAMPUAN KONSEP MENGENAL HURUF DAN MERANGKAI KATA DALAM BAHASA INGGRIS PADA SISWA TK AL-HIDAYAH KEBONSARI TENGAH Dzulkifli, Dzulkifli; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

Arrange Alpha is an educational game tool designed and created with the aim of simplifying and streamlining the learning process in recognizing letters and word arrangements in English so that it not only makes students understand pronunciation in English but also so that students can understand spelling and wording in English. In this study, the research method used is a Experimental method. With the learning method used is the experiential learning method. This research was conducted at Al-Hidayah Kebonsari Tengah Kindergarten for 2 meetings, with the subjects of group B kindergarten students with a total of 17 children. With the results in the first experiment conducted by researchers most of the children who came forward had difficulty in composing words and did not conform to spelling. After the learning and recognition in the second experiment, more students and students have succeeded perfectly in compiling the given words. Keywords: An educational game tool, recognizing letters and stringing words in English
Pengembangan Media Pembelajaran berbasis IT pada Guru di tingkat Sekolah Dasar Setyawan, Dedi; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

One of the educational processes is carried out by using media as a means to support and facilitate the teaching and learning process at primary level schools so that it can be carried out optimally and sustainably. In teaching and learning activities using IT-based learning media can make students motivated in their learning so that they are expected to be able to provide subject material that students find difficult to understand can be simplified by using media assistance, especially audiovisual media. The aim of this research is to determine the effectiveness of IT-based learning media for teachers at the elementary school level. Data were collected using a pre-test and post-test given to elementary school teachers before and after the teaching and learning process using IT. The subjects in this research were 19 elementary school teachers in Surabaya. Data analysis was carried out using the t-test with a result of 0.00 which means it is significant. The conclusion in this research is that IT-based learning media is effectively used for students at elementary school level
ANALISIS PRAKTEK SHARENTING SEBAGAI UPAYA MEMENUHI KEBUTUHAN SELF ESTEEM PADA IBU MUDA Maulidiyah, Ummi Masrufah; arumsari, andini dwi
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2797

Abstract

The research was conducted to understand how the need for appreciation or self-esteem is a factor for young mothers in practicing sharenting and to find out how the phenomenon of sharenting itself generally occurs in various countries in the world. Sharenting itself is a combination of two words, "parenting" and "sharing". Included in the practice of sharenting include sharing photos, videos, personal stories or other novelties related to children's activities such as eating, bathing, and play (Healthcare Basel, 2023). A person must fulfill these needs from the most basic, namely physiological needs, continuing the need for security, then the need for belonging and love, then the need for appreciation or self-esteem and the highest is the need for self-actualization. The research method used in this journal article is descriptive research. Descriptive research aims to systematically and accurately describe facts and characteristics about the population or about a particular field. The results of the study contain research data that is relevant to the goals of the final project and knows the phenomenon of sharenting in various countries. The high number of internet users around the world makes it massive for someone to share an activity or something they want to share on social media, of the 173.59 million Indonesian population are Instagram users with an achievement of 84.80% in 2023 and are more dominated by Gen Z at 27.9% and the millennial generation at 25.87% (Pangudi & Yusriana, 2023) and information distribution through Facebook reaches 5.02 million status updates per day and Twitter activity reaches 7.35 million tweets or retweets per day. Keywords: Sharenting, self esteem, young mother
ALAT PERMAINAN EDUKATIF “GUESS OUR GALAXY” UNTUK MELATIH KEMAMPUAN MOTORIK HALUS, DAYA INGAT, DAN KOGNITIF PADA SISWA PAUD Dzulkifli, Dzulkifli; arumsari, andini dwi; Maulidiyah, Ummi Masrufah
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2798

Abstract

Guess Our galaxy is an Educational Game Tool that was created to help Early Childhood to train basic skills in cognitive, memory, and cognitive. This research uses an experimental research type with a qualitative descriptive approach. Data collection techniques used in this study were observation and interviews with educators. This research was conducted at TK Aisyiyah 20 Kreatif Surabaya which is located on JL. Baratajaya VII/17 Surabaya, Baratajaya, Kec. Gubeng, City of Surabaya Prov. East Java. The subjects in this study were 32 students who were divided into 2 classes, namely the Rabit class with 18 students and the Tiger class with 18 students. From 32 subjects we took 2 students for further observation. Guess Our Galaxy has several stages in learning that present materials, quizzes, and practices that are expected to help train students' cognitive, memory, and fine motor skills. Educational Game Tools that have been given to the subject can be said to have succeeded in making students more interested in learning and arousing students' curiosity. The results of research conducted by researchers show that the educational game Guess Our Galaxy can help train the subject's cognitive, memory, and motor skills. Keywords: Educational game tools, cognitive ability, memory, and fine motor skills
PERMAINAN FUN MAZE: PENINGKATAN KEMAMPUAN MOTORIK PADA ANAK USIA DINI Dzulkifli, Dzulkifli; arumsari, andini dwi; Maulidiyah, Ummi Masrufah
MOTORIC Vol 8 No 2 (2024): Volume 8 No 2 2024
Publisher : Universitas Narotama

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Abstract

FUN MAZE is a learning media in the form of an educational game tool (APE) which aims to help early childhood to train fine motor skills in PAUD students. This study uses an experimental research type. This research was conducted at Puspa Indah PAUD, Pacar Kembang, Surabaya. The subjects in this study were 9 Puspa Indah PAUD students aged 5 years. The results of the study are that after the researchers conducted the trial for 2 times not in a row for 2 days at the same time on the first and second days using the FUN MAZE that the researchers made and the results of the trial showed that the subjects experienced an increase in coordination ability the subject's fine motor skills are improving. Keywords: Educational game tools, motor skills