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Penggunaan Youtube Sebagai Media Pembelajaran dalam Persiapan Siswa Menghadapi Dunia Kerja Ummi Masrufah Maulidiyah; andini dwi arumsari
MOTORIC Vol 5 No 2 (2021): Volume 5 Nomor 2 Desember 2021
Publisher : Universitas Narotama

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Abstract

The use of youtube as a learning media has been widely used by the community, especially by students. One of the uses of youtube as a learning media is to prepare students for the world of work. The purpose of this study is to describe how the use of youtube as a learning medium to prepare students for the world of work. This research is a descriptive research sourced from reference journals and articles as well as other sources obtained from books. The results of this study are the use of youtube as a learning medium is often used by students as a source of information for preparation in the world of work. By using youtube learning media, students can get various information about their preparation in the world of work. For example, making a good curriculum vitae, preparing for job interviews, making good time management so that work can be completed, and other soft skills that can support students in preparing themselves to enter the world of work. Key words: teaching aids, world of work, youtube
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
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
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
Pendampingan Pasien Kanker Melalui Guided Imagery Berbasis Virtual Reality di Yayasan Kanker Indonesia: Assistance for Cancer Patients Through Guided Imagery Based on Virtual Reality at the Indonesian Cancer Foundation Yumni, Fathiya Luthfil; Maulidiyah, Ummi Masrufah; Rosadi, Aswin; Firman, Firman
PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 10 No. 1 (2025): PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/pengabdianmu.v10i1.8314

Abstract

The incidence of cancer is 19.3 million new cases of cancer and almost 10 million deaths due to cancer every year. According to data from GLOBOCAN, new cases of cancer in Indonesia are 396,914 and the incidence of deaths is 234,511, which means an increase of 13.8% compared to the addition of new cases in the previous year. The prevalence of cancer pain is reported to be 51% in cancer patients based on the phase of the disease and/or the phase of treatment. This service aims to assist cancer patients through virtual reality-based guided imagery at the Indonesian Cancer Foundation. Methods for implementing activities, in the form of lectures, discussions, and practice. The training which was carried out for 1 day was effective in increasing knowledge and effectively reducing complaints of pain and anxiety, as evidenced by significant changes in the level of knowledge of dealing with pain, the results of the pretest knowledge were high at 20%, then after the post-test knowledge increased to 93.33%. Meanwhile, the pre-test results reduced anxiety symptoms by 6.67%, and after the post-test, patients' lack of anxiety increased significantly to 60%. Thus, it is hoped that with the knowledge and level of anxiety that participants have, they can reduce pain complaints and reduce anxiety symptoms in cancer patients at the Indonesian Cancer Foundation.
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