Dzulkifli Dzulkifli
Universitas Muhammadiyah Surabaya

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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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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.
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.