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EFEKTIVITAS PERMAINAN STICO TERHADAP KEMAMPUAN KONSEP DASAR HITUNG, MEMBEDAKAN WARNA DAN MELATIH MOTORIK HALUS PADA SISWA PAUD Dzulkifli Dzulkifli; andini dwi arumsari
MOTORIC Vol 6 No 1 (2022): Motoric Juni Vol 6 no 1 2022
Publisher : Universitas Narotama

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Abstract

STICO (Stick To Count Match And Color) is a learning media in the form of an educational game tool (APE) which aims to help early childhood in learning the basic concepts of counting, and knowing colors. This game is also designed to train fine motor skills in PAUD students. This study uses experimental research with a quantitative approach, the research design used is Pre-Experimental Design with One-Group Pretest-Posttest Design model. The data collection technique used in this study was observation with the checklist method. This research was conducted at the Kasih Bunda PAUD which is located in Ndono Hamlet, Temu Village, Kanor District, Bojonegoro. The subjects in this study were 5 PAUD Kasih Bunda students aged 4 years. The results of the study are that after the researchers carried out treatment for 6 times not in a row for 2 days in the morning, afternoon and evening at the same time on the first and second days using the STICO that the researchers made and the posttest results showed that the subjects experienced an increase in the basic skills of counting concepts, distinguishing colors and improving the subject's fine motor skills.Keywords: Educational game tools, basic arithmetic concept skills, ability to distinguish colors, fine motor skills
EFEKTIFITAS ALAT PERMAINAN BOARD GAME PADA PERKEMBANGAN ANAK TK Ummi Masrufah Maulidiyah; Dzulkifli Dzulkifli; andini dwi arumsari
MOTORIC Vol 6 No 1 (2022): Motoric Juni Vol 6 no 1 2022
Publisher : Universitas Narotama

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Abstract

Abstract APE (Educational Game Tool) is a game tool designed to be a learning resource for children to get a learning experience. This experience will help improve all aspects of a child's development, including physical/motor, emotional, social, language, cognitive and moral. This board game trial was in accordance with the learning objectives and developmental level of early childhood because it was needed to improve children's understanding of animals and their habitats. Educational game tools optimize children's development according to their age and level of development. as long as they meet the requirements of children's growth and development in all aspects, are interesting, can be played in various ways, are not easily damaged, can be used by all accepting cultures. This study uses a type of research with a qualitative approach and conducts trials on early childhood students. This research was conducted at TK Aisyiyah Bustanul Athfal 52 which is located on Jalan Keputih, Keputih sub-district, Surabaya. The subjects in this study were 10 PAUD TK Aisyiyah students. The result of the research is that after the researcher conducted the trial 2 times, the students already understood and were able to play it. But there are still 1-2 children who still play it wrong. Keywords: Educational game tools, Giftedness, Child development, Children's understanding
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.
Penggunaan Permainan Edukatif “Memancing Magnet Baca” Pada Pendidikan Anak Usia Dini Andini Dwi Arumsari; Dzulkifli Dzulkifli
Jurnal Ilmiah FONEMA : Jurnal Edukasi Bahasa dan Sastra Indonesia Vol 5 No 1 (2022)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia FKIP Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (783.698 KB) | DOI: 10.25139/fn.v5i1.4553

Abstract

Salah satu materi pembelajaran yang diberikan di Taman kanak-kanak adalah pengenalan huruf, sebagai upaya mempersiapkan siswa dalam memasuki Sekolah Dasar. Selama masa pandemi, siswa mengalami kesulitan untuk memahami materi pembelajaran, karena pembelajaran dilakukan melalui daring. Oleh karena itu, alat permainan edukatif yang dipakai merupakan hal yang penting dalam mendukung materi pembelajaran yang diberikan, misalnya Alat Permainan Edukatif Memancing Magnet Baca. Tujuan dari penelitian ini adalah untuk mengetahui peningkatan kemampuan siswa dalam membaca siswa dengan menggunakan alat permainan edukatif (APE) “Memancing Magnet Baca”. Metode pengambilan data menggunakan pre-experiment dengan melakukan observasi dan wawancara dalam pengambilan datanya. Analisi data dilakukan dengan uji t, hasilnya nilai signifikansi (Sig) sebesar 0.000.Hasil dari penelitian ini adalah Alat permainan edukasi yang bernama “Memancing Magnet Baca” dapat meningkatkan kemampuan siswa dalam membaca di TK X Surabaya.
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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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