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PENGENALAN KONSEP GEOMETRI PADA ANAK USIA 5-6 TAHUN DI TK ISLAM AL-AZHAR 21 PONTIANAK Ainunnissa, Shereen Regina; Ali, Muhamad; Lukmanulhakim, Lukmanulhakim
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 13, No 12 (2024): Desember 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v11i11.59837

Abstract

This study is to describe the plan of learning the introduction of geometry concept, the implementation of learning geometry concept, the evaluation carried out by the teacher in learning the introduction of geometry concept and the obstacles experienced by the teacher in introducing geometry concept to the students aged 5-6 years at the Islamic Kindergarten Al-Azhar 21 Pontianak. This research was conducted using a descriptive method with a qualitative approach, in which the research data were presented in the form of a description instead of numbers. As for the data sources, there were 2 teachers consisting of a class teacher and an assistant teacher as well as the students of B1 AL-QUDDUS at Islamic Kindergarten AL-Azhar 21 Pontianak. The techniques of data collection used by the researcher were direct observation, interview, and documentary study techniques with collecting tools were interview guides, observation guides, and documentation. The results of the study shown that the introduction of geometry concept went well and was carried out in accordance with the RKH. Through the introduction of geometry concept, the students are able to recognize geometric shapes and objects in the form of geometry.  
PEMANFAATAN PERMAINAN TRADISIONAL UNTUK MENSTIMULASI PERKEMBANGAN ANAK USIA 5-6 TAHUN DI PAUD PERMATA AMPERA PONTIANAK. Tia, Maria Eka Sulis; R, Marmawi; Lukmanulhakim, Lukmanulhakim
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 12, No 2 (2023): Februari 2023
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v12i2.62136

Abstract

This study aims to: (1) describe the use of traditional games to stimulate the development of children aged 5-6 years at PAUD Permata Ampera Pontianak. (2) describes the use of traditional kite games, coconut baroque stilts, and jumping rope to stimulate the development of children aged 5-6 years at PAUD Permata Ampera Pontianak. This research is a qualitative research with a qualitative descriptive approach. The instruments in this study were observation sheets to find out the use of traditional kite games, coconut shell stilts and jump rope to stimulate the development of children aged 5-6 years, interview guides to dig up additional information about the use of traditional games to stimulate children's development and documentation. The results of research through observation and interviews show that the use of traditional kite games, coconut shell stilts, and rope jumping in learning can stimulate children's development. The stimulation of children's development through these three traditional games is in the process of the game being carried out, starting from the initial preparation until the game is finished being played. Children discuss giving opinions, playing games, encouraging friends and helping friends while playing, invited to pray before and after playing , and the child is explained that the materials used for the game to be played are obtained from materials provided by nature.
ANALISIS PERMAINAN LABUK JARUM UNTUK PENGEMBANGAN KECERDASAN INTERPERSONAL ANAK USIA 5-6 TAHUN Vera, Resti; Miranda, Dian; Lukmanulhakim, Lukmanulhakim
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 12, No 11 (2023): NOVEMBER 2023
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v12i10.71161

Abstract

Interpersonal intelligence is needed by children in the school environment and friendship environment so that children are able to socialize. Efforts that can be made for the development of interpersonal intelligence in early childhood are through playing, one of which is by playing traditional games, namely the Labuk jarum game. This study aims to describe the Labuk jarum Traditional Game for the Development of Interpersonal Intelligence for Children Aged 5-6 Years in Boyan Tanjung Village, Kapuas Hulu District. The method used in this research is descriptive method. The approach used in this research is a qualitative approach. The subjects in this study were early childhood and parents who had played labuk jarum. Data collection techniques used in this study were observation, interviews and documentation. The research results show that: 1. The Labuk jarum game can develop empathic abilities in children aged 5-6 years in Boyan Tanjung Village, Kapuas Hulu District, children show the ability to empathize with their friends which is shown when playing, children want to help their friends, 2. The Labuk jarum game can develop organization abilities in children aged 5-6 years in Boyan Tanjung Village, Kapuas Hulu District, children follow directions or game rules in a structured manner and children can arrange playing rules in a structured manner, 3. The Labuk jarum game can develop the ability to make friends in children aged 5-6 years in the village Boyan Tanjung, Kapuas Hulu District, when children play, they can be seen in relation their peers or other people.
PENGGUNAAN MEDIA KARTU BERGAMBAR UNTUK PENGEMBANGAN KEMAMPUAN BAHASA PADA ANAK USIA 4-5 TAHUN Ramadhani, Septiyanti; Halida, Halida; Lukmanulhakim, Lukmanulhakim
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 13, No 8 (2024): Agustus 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v13i8.73924

Abstract

This research aims to describe the use of picture card media to develop language skills in children aged 4-5 years. The research method used is descriptive with a qualitative approach. The subjects in this research were two group A class teachers. The data collection techniques used in this research were observation, interviews and documentation. The data analysis used is data collection, data reduction, data presentation and drawing conclusions. The data validity checking technique uses triangulation. The results of this research show that: (1) Learning planning for the use of picture card media for language skills in children aged 4-5 years is in accordance with the RPPH made by the teacher which refers to the curriculum made by the institution. (2) The implementation of the use of picture card media for language skills in children aged 4-5 years is carried out in stages starting from the teacher introducing and teaching one by one the vocabulary and letter sound symbols, the teacher preparing tools and materials,the teacher dividing them into several groups, and the teacher provides activities to the children. (3) Evaluation of learning using picture card media for language skills in children aged 4-5 years is carried out by the teacher during the learning process and the teacher assesses the results of the child's activities and then gives grades according to the child's development criteria, namely: BB (Not yet Developed), MB (Starting Developing), BSH (Developing According to Expectations), and BSB (Developing Very Well) on the daily assessment format sheet in the RPPH.
Pengembangan Media Virtual Reality dalam Mengenal Rumah Ibadah Agama Konghucu pada Pembelajaran Immersive di PAUD Orsicha, Wina; Miranda, Dian; Perdina, Siska; Lukmanulhakim, Lukmanulhakim
Aulad: Journal on Early Childhood Vol. 7 No. 1 (2024): Janaury-April 2024
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/aulad.v7i1.643

Abstract

Media pembelajaran berbasis virtual reality merupakan sebuah media yang dikembangkan berdasarkan kemajuan teknologi pada era digital ini yang memberikan warna pada pembelajaran di PAUD dan juga menjadi sebuah inovasi baru pada pelajaran agama Konghucu. Tujuan dari penelitian ini adalah untuk melihat kelayakan pengembangan media berbasis virtual reality dalam pengenalan rumah ibadah agama Konghucu pada anak usia dini. Penelitian menggunakan metode R&D dengan menggunakan model pengembangan ADDIE. Sebelum dilakukan uji coba produk kepada anak di TK Karya Yosef Pontianak media virtual reality ini telah dibuat divalidasikan terlebih dahulu oleh Ahli Media dan juga Ahli Materi. Selanjutnya media diuji cobakan kepada anak, dengan hasil uji coba penggunaan media virtual reality dalam pengenalan rumah ibadah agama Konghucu pada pada anak kelas B1 mendapatkan nilai rata-rata 4,96 dengan kriteria “Sangat Efektif” artinya pengembangan media VR ini sangat layak untuk dikembangkan atau digunakan dalam proses pembelajaran di PAUD pada pengenalan rumah ibadah agama Konghucu
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA MATERI MENGENAL HEWAN LAUT BAGI ANAK USIA 5-6 TAHUN Azizah, Nur Hana; Halida, Halida; Lukmanulhakim, Lukmanulhakim
Jurnal Visi Ilmu Pendidikan Vol 17, No 2 (2025): Mei 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jvip.v17i2.91083

Abstract

AbstractPenelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis augmented reality pada topik mengenali hewan laut untuk anak usia 5-6 tahun. Metode yang digunakan adalah Penelitian dan Pengembangan (RD) dengan model pengembangan ADDIE, yang meliputi tahap persiapan melalui pengumpulan data, identifikasi masalah, studi pustaka, dan penetapan tujuan. Tahap perencanaan melibatkan desain konsep, penentuan spesifikasi, pembuatan konsep awal, dan pengembangan prototipe. Tahap pengembangan terdiri dari tes validasi oleh materi pelajaran dan pakar media, serta revisi berdasarkan saran ahli. Tahap implementasi meliputi uji coba lapangan dan penilaian menggunakan kuesioner, dilanjutkan dengan tahap evaluasi media pembelajaran. Hasil penelitian menunjukkan rata-rata persentase validasi material sebesar 92,28% dan persentase validasi media sebesar 100,00%. Kuesioner kepraktisan pengguna di TK Islam Al Azhar 21 Pontianak mencetak rata-rata 96,67%, sedangkan di TK Aisyiyah Bustanul Athfal 3 Sintang mencapai 98,89%, dengan kategori "Sangat Layak".Kata Kunci: Augmented Reality, Media Pembelajaran, Hewan Laut, Anak Usia 5-6 TahunAbstrakPenelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis augmented reality pada materi mengenal hewan laut bagi anak usia 5-6 tahun. Metode yang digunakan adalah Research and Development (RD) dengan model pengembangan ADDIE, yang meliputi tahap persiapan melalui pengumpulan data, identifikasi masalah, studi literatur, dan penentuan tujuan. Tahap perencanaan mencakup perancangan konsep, penentuan spesifikasi desain, pembuatan konsep awal, dan pengembangan prototipe. Tahap pengembangan terdiri dari uji validasi oleh ahli materi dan media serta revisi sesuai saran ahli. Tahap penerapan meliputi uji lapangan dan penilaian menggunakan angket, diakhiri dengan tahap evaluasi media pembelajaran. Hasil penelitian menunjukkan persentase rata-rata validasi materi sebesar 92,28% dan validasi media sebesar 100,00%. Hasil angket kepraktisan pengguna di TK Islam Al-Azhar 21 Pontianak memperoleh skor rata-rata 96,67%, sedangkan di TK Aisyiyah Bustanul Athfal 3 Sintang mencapai 98,89%, dengan kategori "Sangat Layak".Kata Kunci: Augmented Reality, Media Pembelajaran, Hewan Laut, Anak 5-6 Tahun
Mengenal Deep Learning: Konsep Dasar Dan Aplikasinya Dalam Pendidikan Lukmanulhakim, Lukmanulhakim; Miranda, Dian; Amalia, Annisa; Ramadhani, Ariyani; Perdina, Siska; Sabila, Dias Khairina
ARSY : Jurnal Aplikasi Riset kepada Masyarakat Vol. 6 No. 2 (2025): ARSY : Jurnal Aplikasi Riset kepada Masyarakat
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/arsy.v6i2.1375

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman guru PAUD di Kecamatan Pontianak Tenggara mengenai pendekatan Deep Learning dalam pendidikan, yang mencakup konsep Meaningful, Mindful, dan Joyful Learning. Banyak guru belum terlalu familiar dengan pendekatan yang menekankan pemahaman Deep Learning ini. Metode kegiatan menggunakan ceramah dan diskusi interaktif yang melibatkan guru sebagai peserta. Pelaksanaan kegiatan diawali dengan identifikasi pemahaman awal, dilanjutkan dengan penyampaian materi oleh narasumber, dan diakhiri dengan diskusi interaktif. Evaluasi dilakukan menggunakan kuesioner setelah pelaksanaan kegiatan untuk mengukur respon dan persepsi peserta. Hasilnya menunjukkan peserta menganggap pendekatan ini penting melalui antusiasme dan respon yang positif. Disimpulkan bahwa kegiatan pelatihan efektif dalam memperkenalkan konsep Deep Learning dan relevansinya bagi pendidikan anak usia dini, serta meningkatkan kesadaran guru akan pentingnya pembelajaran yang holistik.
PENGARUH MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA APLIKASI MATIFIC TERHADAP KEMAMPUAN BERPIKIR KRITIS PADA PEMBELAJARAN MATEMATIKA KELAS V SEKOLAH DASAR NEGERI 33 PONTIANAK BARAT Rizkawati, Dhiny; Hartoyo, Agung; Lukmanulhakim, Lukmanulhakim
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 14, No 5 (2025): MEI 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v14i5.93208

Abstract

This research aims to analyze the influence of problem-based learning model assisted by the Matific application This study investigated the impact of problem-based learning (PBL) with Matific application support on fifth-grade students' critical thinking in mathematics at State Elementary School 33 West Pontianak. Employing a quasi-experimental design with a nonequivalent control group, the research targeted all fifth-grade students. Samples comprised 26 students from class V A (experimental) and 28 from class V B (control). Data were gathered through essay-based written tests, assessing students' critical thinking. Post-test averages were compared between the experimental and control groups. A Mann-Whitney U Test revealed a significance level of 0.000 (p < 0.05), indicating a statistically significant effect of PBL with Matific on critical thinking. The effect size, calculated at 0.70, signified a moderate impact. These findings support the hypothesis that PBL integrated with Matific positively influences critical thinking abilities in mathematics. In essence, this research demonstrates the effectiveness of technology-enhanced, problem-based learning in developing critical thinking skills among elementary school students.
Pengaruh Penggunaan Media Loose Part untuk Meningkatkan Kreativitas Anak Usia 5-6 Tahun di TK Islam Al-Kautsar Pontianak Trisnawati, Rita; Miranda, Dian; Amalia, Annisa; Halida, Halida; Lukmanulhakim, Lukmanulhakim
Edukhasi: Jurnal Inovasi Pendidikan Vol 3 No 2 (2025): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60132/jip.v3i2.473

Abstract

Penelitian ini bertujuan mengetahui peningkatan kreativitas anak usia 5-6 tahun di TK Islam Al-Kautsar Kecamatan Pontianak Selatan, Kota Pontianak dengan pengunaan media loose parts. Metode yang digunakan dalam penelitian ini dengan penelitian eksperimen dalam bentuk penelitian kuantitatif. sumber data yaitu anak kelompok B1 usia 5-6 tahun dan untuk memperoleh datanya dengan menggunakan lembar observasi dalam bentuk chek list yang dan dokumentasi. Hasil penelitian menunjukan bahwa terdapat peningkatan kreativitas anak sesudah menggunakan media loose parts berdasarkan data pada observasi awal atau pretest menunjukan kemampuan kreativitas anak 76% dalam kategori mulai berkembang dan 24% menunjukan belum berkembang dengan jumlah rata-rata 11,92%. Kemudian dalam observasi kedua dan ketiga posttest dengan pemberian treatment meningkat dengan data 62% berkembang sesuai harpan dan 32% berkembang sangat baik dengan jumlah rata-rata 20% menunjukan kategori berkembang sangat baik. Berdasarkan analisis data dengan dilakukan dengan uji T menunjukkan Hipotesis Nihil (Ho) ditolak dan Hipotesis Alternatif diterima dengan menunjukan 14,137 < 1,782 berarti berpengaruh. Kesimpulannya kegiatan anak menggunakan media loose parts  mempengaruhi kreativitas anak.
The Effectiveness of Virtual Reality in Introducing Places of Worship to Young Children Miranda, Dian; Perdina, Siska; Lukmanulhakim, Lukmanulhakim; Novitasari, Desy; Utami, Nadia Maharani
Asatiza: Jurnal Pendidikan Vol. 6 No. 3 (2025): Asatiza: Jurnal Pendidikan
Publisher : STAI Auliaurrasyidin Tembilahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46963/asatiza.v6i3.3127

Abstract

This study evaluates the effectiveness of Virtual Reality (VR) in introducing places of worship to young children. The research focuses on three key aspects: children's engagement with the VR media, their conceptual understanding as measured by Student Worksheets (LKPD), and teacher responses to its implementation. Data were gathered via direct observation, teacher questionnaires, and analysis of completed student worksheets. The findings reveal that VR significantly enhances student engagement through its interactive and immersive nature. The realistic visual experience provided by VR also facilitated a better understanding of the concepts compared to conventional methods. Teachers reported that the VR technology was user-friendly, time-efficient, and required no complex technical skills. In conclusion, this study confirms that VR is an effective tool for introducing places of worship to young children, showing significant potential to improve the quality of future learning experiences.
Co-Authors . Dahlia . Fadillah . Nurkholifah, . . Rini, . A.A. Ketut Agung Cahyawan W Ady Setiawan Agung Hartoyo ahmad yani Ainunnissa, Shereen Regina ana, Lusi Anak Agung Gede Sugianthara Andani, Melinia Andini Linarsih Andini Linarsih Andini Linarsih Annisa Amalia Aprianti, Rika Ardiani, . Ariska, Tiara ARIYANI RAMADHANI Aswandi Aswandi Atlanta, Tatiek Aulia, Linda Aunurrahman Aunurrahman Aunurrahman Aunurrahman Azis, Nabila Alvionita Azizah, Nur Hana Bai, Sri Tolu Cahyaningrat, Divya Deni, Eka Desni Yuniarni Desni Yuniarni Desni Yuniarni Desni Yuniarni Devianti, Diana dewi novita Dian Miranda Dian Miranda Dimitri, Ranti Utari Eli Susanti Elina, Seselia Elisabeth Elisabeth Elviana, Salwa Elvina, Tri Emara, Agnes Eva Susanti Evania Suryaningsih, Evania Fadillah Fadillah Halida . Halida Halida Halida Halida Haris Firmansyah Heni Kuswanti Hidayat, Sholeh Humaira, Aprila ica, Stevania Indri Astuti Ismunandar . Ivo, Letiana Janiar, Despy Juliana Jaliah, Juliana Kamilia, Insan Kasihani Lestari Khotimah, Hikmah Husnul Koprita, Yusela Kurnia, F. Devi Linarsih, Andini Loria, Alvionita Lukmanulhakim, Muhammad M Chiar M. Syukri Maharani Utami, Nadia Marianty, . Marmawi R . Masita, Ayu Masneno, Kristantri Maulidia, Melia Miranda , Dian Miranda, Dian Miranda Muhamad Ali Muhamad Ali MUHAMMAD ALI Mustamiroh, Mustamiroh Mustaqim, Gaman Narita, Nanda Natalia, Silvi Efriska Novitasari, Desy Nurjumawati, Nismah Murni Nurlita, Nurlita Nurul Hasanah Okviriana Providensia Majisa, Okviriana Providensia Olifia, Nonita Orsicha, Wina Parisu, Konstantia Perdina, Siska Pipi, Margareta Pranata, Rio Pratiwi, Ima Nur Prisuna, Bayu Fitra Putriany, . Ramadhani, Septiyanti Rambu Basai, Annisyah Cikal Ranti, Elsa Novia Ratnasari, Wesi Ridha Rinanda Cahyaunique Putri, Ridha Rinanda Rizkawati, Dhiny Rodiana, Lina Rosalina Wiwit Priyanti Sabila, Dias Khairina Saparina Saparina Sari, Wiwin Purnama Septiviani, Euvemia Sinta, Yuliana Siti Aisyah Siti Chadijah Siti Yanti, Apriyana Sri Devi, Sri Sriwahyuni Nasution, Anggi Sriyati Sriyati, Sriyati Sukamto, Rinda Nikenindiana Sumiati, Titin Suriati, Ira Susilawati, Magdalena Sustrilita, Sustrilita Syahwani Umar Tia, Maria Eka Sulis Tri Sartika Trisnawati, Rita Ulandari, Sri Ulansari, Evi Utami, Nadia Maharani Utami, Yossy Wirda Vera, Resti Verawati Verawati Verawati, Aunurrahman Widya, Ratna Wihdah, Mukhlisah El Wintia, Sisilia Lilik Yulina, Ika Yuline . Yuni, Dayang Uci Parida Zahrati, Adibah