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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
GREEN HRD : SEBUAH LITERATURE REVIEW TENTANG DAMPAK DAN IMPLIKASINYA MENUJU ORGANISASI YANG BERKELANJUTAN Marini, Marini; Jatmiko, Ary Dwi; Arumsari, Andini Dwi
PSIKOSAINS (Jurnal Penelitian dan Pemikiran Psikologi) Vol 20 No 1 (2025)
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/psikosains.v20i1.9527

Abstract

Background: Climate change and sustainability challenges compel organizations to incorporate sustainable environmental principles into their operational framework. Green Human Resource Development (Green HRD) is a strategic paradigm that emphasizes training, developing, and empowering personnel to advocate for sustainability initiatives. Objective: This scholarly article provides a comprehensive review of the extant literature related to Green HRD, covering its determinants, key components, and impacts on organizational performance. Result: Green HRD plays a critical role in driving economic prosperity, enhancing social welfare, and promoting environmental sustainability. Internal determinants such as organizational culture and leadership dynamics, alongside external influences including government regulations and advances in green technologies, are critical to the effective implementation of Green HRD. In addition, critical components such as sustainability-focused training, green career development pathways, and employee engagement initiatives yield beneficial effects on operational efficiency, organizational reputation, and environmentally driven innovation. Conclution: Empirical evidence is lacking in assessing the long-term effects and practical application of Green HRD in specific sectors, especially in the context of developing countries. Future research efforts are recommended to concentrate on success metrics, green technology integration, and cross- cultural methodologies to enhance the efficacy of Green HRD in facilitating global sustainability initiatives.
Pengembangan Kognitif Melalui Penggunaan Game Edukasi Digital Untuk Anak Usia 5 - 6 Tahun Di Tk Riverside Tahun Pelajaran 2022/2023 Lestari, Sri -; Muzaqi, Sugito -; Arumsari, Andini dwi
Pedagogi : Jurnal Anak Usia Dini dan Pendidikan Anak Usia Dini Vol 10 No 2 (2024): AGUSTUS
Publisher : Universitas Muhammadiyah Surabaya

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Abstract

Cognitive Development Through the Use of Digital Educational Games for Children Aged 5-6 Years at Riverside Kindergarten 2022/2023 Academic YearCognitive of children aged 5-6 years in Kindergarten Riverside Surabaya is still very low. This is because learning at Riverside Kindergarten is still not attractive to students. Therefore it is necessary to change the strategy in learning for children's cognitive development. Educational games excel in several aspects compared to conventional learning designs. One of its advantages is the existence of animation which can improve memory, so it can store learning material for quite a long time.This research aims at cognitive development through the use of digital educational games. The subjects of this study were group B, which consisted of 19 children and 1 group B teacher at Riverside Kindergarten. This research method uses the CAR method (classroom action research) with the model approach used by Kemmis and Mc. Taggart. Data collection techniques are carried out through observation and documentation. This research procedure consists of 4 stages, namely planning, implementation, observation, and reflection.Digital educational game media can be used to support teachers when delivering learning material. As well as really helping children in a fun learning process. This digital educational game can be a learning medium for children aged 5-6 years to get to know the ABCD pattern, recognize various kinds of vowel and consonant symbols, and present objects in written form. Learning to use digital educational games is able to develop the cognitive abilities of children aged 5-6 years at the Riverside Kindergarten in Surabaya.Keywords: Cognitive, Digital Educational Game
MODIFIKASI & PENGEMBANGAN PERMAINAN ULAR TANGGA DALAM PENGENALAN MATERI BELAJAR PADA SISWA PAUD DI TK-HANGTUAH 3 SURABAYA Dzulkifli, Dzulkifli; arumsari, andini dwi; Maulidiyah, Ummi Masrufah
MOTORIC Vol 9 No 1 (2025): Volume 9 No 1 Juni 2025
Publisher : Universitas Narotama

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Abstract

This study wants to determine the effectiveness of learning both in the introduction of material in early childhood by using educational game tools through modification and development of snake and ladder games. Methods: The research used the Experimental Method involving 25 students of class A2 TK Hangtuah 3 Surabaya. Results: Based on the results of the research obtained, namely: 1) Providing knowledge to children through the learning process of playing while learning. 2) Stimulating the development of thinking, creativity, and language in order to be able to foster good attitudes, mentalities, and morals. 3) Creating an engaging play environment, providing a sense of security, and fun. 4) Know how to lose and win. 5) Learn to work together in groups and wait for your turn. Conclusion: in the development and modification of educational game tools (APE), this snake and ladder is very satisfactory from the teaching teacher and this APE is considered very effective and practical Keywords: snake and ladder game, introduction to learning materials
Designing for Motivation: Psychological Mediators of Gamified Engagement in Digital Knowledge Work Prasetya, Yuli; Juwari; Arumsari, Andini Dwi
Data : Journal of Information Systems and Management Vol. 3 No. 2 (2025): April 2025
Publisher : Indonesian Scientific Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61978/data.v3i2.1087

Abstract

Gamification is a common strategy in digital workspaces to boost engagement and performance. This study examines the psychological mechanisms of gamified engagement, particularly how badges, points, and leaderboards shape user motivation through Self-Determination Theory (SDT). Drawing on platform data from GitHub and Stack Overflow, combined with survey responses using the Intrinsic Motivation Inventory (IMI), the research examines whether gamification elements fulfill users' needs for competence, autonomy, and relatedness, thereby promoting knowledge creation and collaboration. The methodology combines behavioral data (1,500 user-week observations) with IMI survey responses (180 users), analyzed using structural equation modeling and mediation testing. Results indicate that gamification significantly enhances perceived competence and relatedness, which in turn mediate increases in knowledge sharing outputs and collaborative behavior. Competence is linked with content contributions, while relatedness correlates with social interaction metrics. Subgroup analysis reveals differential effects based on user roles and platform context. These findings highlight the importance of aligning gamification elements with psychological needs, rather than relying solely on extrinsic rewards. Ethical considerations, including role based design and data transparency, are essential for sustainable engagement. The study offers both theoretical insights and practical guidance for implementing motivationally effective and ethically sound gamified systems in professional digital environments.
Peningkatan Perkembangan Kognitif Anak Usia Dini (AUD) Melalui Alat Permainan Edukatif (APE) Papan Berhitung Arumsari, Andini Dwi; Setyawan, Dedi; Dzulkifli, Dzulkifli; Marini, Marini
MOTIVA: JURNAL PSIKOLOGI Vol 7, No 2 (2024)
Publisher : LPPM Universitas 17 Agustus 1945 Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31293/mv.v7i2.8314

Abstract

Abstrak: Alat permainan edukatif (APE) diberikan kepada anak usia dini (AUD) untuk membantu anak-anak belajar, salah satunya adalah mengoptimalkan perkembangan kognitifnya melalui pembelajaran berhitung. Alat permainan edukatif (APE) Papan berhitung dirancang secara khusus untuk menarik minat anak dan membantu mereka belajar berhitung dengan cara yang menyenangkan dan mudah dimengerti. Tujuan dalam penelitian ini adalah untuk mengetahui peningkatan perkembangan kognitif anak usia dini (AUD) melalui alat permainan edukatif (APE) Papan berhitung. Subyek dalam penelitian ini adalah siswa TK A di TK Aisyiyah Surabaya. Penelitian ini menggunakan metode penelitian pre eksperimen dengan model one group pretest post-test design. Pre dan post tes dilakukan menggunakan 10 indikator dalam Standar Tingkat Pencapaian Perkembangan Anak usia dini (STPPA) usia 5-6 tahun. Hasil dari penelitian ini adalah ada peningkatan perkembangan kognitif anak usia dini (AUD) melalui alat permainan edukatif (APE) Papan Berhitung dengan skor sig Uji beda dilakukan dengan menggunakan SPSS versi 29, dan mendapatkan hasil nilai signifikansi (Sig) sebesar 0.03.Kata Kunci: Alat Permainan Edukatif, Anak Usia Dini, Perkembangan Kognitif, siswa TK A  Abstract : Educational game tools (APE) are given to early childhood (AUD) to help children learn, one of which is optimizing their cognitive development through learning to count. Educational game tools (APE) Counting boards are specifically designed to attract children's interest and help them learn to count in a fun and easy-to-understand way. The purpose of this study was to determine the increase in cognitive development of early childhood (AUD) through educational game tools (APE) Counting boards. The subjects in this study were students of Kindergarten A at Aisyiyah Kindergarten Surabaya. This research used pre experiment method with one group pre-test post-test design model. Pre and post tests were conducted using 10 indicators in the Early Childhood Development Achievement Level Standards (STPPA) aged 5-6 years. The results of this study are that there is an increase in cognitive development of early childhood (AUD) through educational game tools (APE) Counting boards with a sig score. The difference test was conducted using SPSS 29th version, and obtained a significance value (Sig) of 0.03. Keywords: Educational Game Tools, Early Childhood, Cognitive Development, Kindergarten students
Permainan Kartu Lambang Bilangan: Upaya Meningkatkan Kemampuan Berhitung Pada Anak Usia Dini Setyawan, Dedi; Dzulkifli, Dzulkifli; Dwi Arumsari, Andini
Nak-Kanak: Journal of Child Research Vol. 1 No. 3 (2024)
Publisher : Program Studi Pendidikan Guru Pendidikan Anak Usia Dini, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/njcr.v1i3.66

Abstract

Early childhood experiences delays in calculating basic numbers. Basic numbers are an important part in supporting early childhood to enter the next level of education. Early childhood is the right time to stimulate various developments and potentials possessed by children. This study aims to analyze the numeracy skills of early childhood through Number Symbol Cards. This study uses an experimental research type. This study was conducted at PAUD Tunas Bangsa located in Kel. Ploso - Kec. Tambaksari, Surabaya. The subjects in this study were 17 students. The subjects at PAUD Tunas Bangsa were 3-5 years old. The analysis test was carried out using pretest and posttest data, and analyzed using a paired sample t-test. The results of the study found that the sig result was 0.000, so there was a difference in the numeracy skills of early childhood before and after being given Number Symbol Cards. Therefore, number symbol cards have an important role in improving the numeracy skills of early childhood. The findings of this study contribute to early childhood education as an alternative in improving the numeracy skills of early childhood by using number cards. So that it can prepare for further education better.
Sentiment Analysis of Cyberbullying Detection on Social Networks using the Sentistrenght Method Yunior, Kevin Heryadi; Vitianingsih, Anik Vega; Kacung, Slamet; Lidya Maukar, Anastasia; Dwi Arumsari, Andini
Sistemasi: Jurnal Sistem Informasi Vol 13, No 4 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i4.4226

Abstract

In today's swiftly changing digital realm, social media has emerged as a pervasive means of communication, yet it has also fostered the rise of cyberbullying, especially among young demographics. This research strives to develop an application that assesses public sentiment on Instagram regarding cyberbullying instances, categorizing sentiments as positive, negative, or neutral. Drawing data from Instagram accounts such as kumparandotcom, merdekadotcom, and okezonedotcom, the approach combines lexicon-based text labeling and sentiment analysis employing Sentistrength. Findings demonstrate the method's effectiveness, achieving accuracy, precision, and recall rates exceeding 85% while offering precise visualization of predictions. This study contributes to combatting cyberbullying, aiming to improve victims' mental well-being by providing clearer insights into social sentiment. The dataset comprises 4500 comments collected through web crawling, categorized into positive (735 entries), negative (2478 entries), and neutral (1288 entries) sentiments. The evaluation highlights the commendable performance of Sentistrength, achieving the highest accuracy at 93.85%.