Articles
Pengaruh Game Mobile terhadap Kepribadian Sosial Anak Usia Dini pada Taman Kanak Kanak
Putu Yuni Retmayanti;
I Made Gede Anadhi;
Ida Bagus Komang Sindu Putra
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 7, No 3 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i3.4552
Kemajuan teknologi akses untuk membuka game menjadi lebih mudah terutama game mobile, dengan adanya game mobile akses game lebih mudah dan menyebabkan kebanyakan anak-anak sering berkata-kata kasar seperti saat mereka bermain game. Tujuan penelitian ini dilakukan yaitu menganalisis bagaimana pengaruh positif dan negatif dari game mobile untuk kepribadian sosial di Taman Kanak-Kanak. Penelitian ini menggunakan metode penelitian kuantitatif deskriptif dengan desain penelitian studi kasus. Penelitian ini dilakukan pada 20 responden, dengan teknik pengumpulan data observasi, kuesioner dan wawancara, dengan instrumen penelitian menggunakan handphone sebagai dokumentasi dan merekam. Pada Teknik analisis data menggunakan rubik penilaian akan dihitung rata-rata dari setiap indikator sebagai satu angka yang mewakili keseluruhan data set. Hasil penelitian menunjukkan bahwa Pengaruh baik dari bermain game mobile kepada kepribadian sosial meliputi beberapa hal yaitu : kerja sama/teamwork dan rasa belas kasihan (simpati). Pengaruh negatif dari game mobile kepada kepribadian sosial yaitu Mengumpat, pembangkang, berkelahi, dan juga mengganggu peserta didik lain. Dampak negatif lebih dominan jika dibandingkan dampak positif. Dengan adanya penelitian pembaca dapat mengetahui dampak baik dan buruk dari game mobile.
Improving Children's Language Aspects Through Educational Game Tool Mystery Sock at Kindergarten
Wahyu Cahyaninghati;
I Made Gede Anadhi;
Ida Bagus Komang Sindu Putra
TEMATIK: Jurnal Pemikiran dan Penelitian Pendidikan Anak Usia Dini Vol 9, No 1 (2023): TEMATIK: Jurnal Pemikiran dan Penelitian Pendidikan Anak Usia Dini
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/tematik.v9i1.46707
Language is a way to communicate between individuals and other individuals. In Taman Kurnia Kindergarten Denpasar, there are some children in learning who are less active in delivering questions and answers in play activities and questions and answers from teachers. The purpose of this study was to improve language development in children with APE Mystery Sock. The method used is descriptive qualitative, data collection techniques through observation, interviews and documentation. The source of the data is teachers, children aged 5-6 years in Taman Kurnia Kindergarten based on purposive sampling techniques. The results showed that based on the findings obtained by the researchers, the first data on the cognitive abilities of students during the first cycle of learning were 4 children in the category of developing as expected, and increasing by 18 children to 22 children in cycle II in the category of developing very well and developing as expected. Based on this presentation, it can be seen that the mystery sock game can help the language development of students in Taman Kurnia Denpasar.
Pengembangan APE Kid’s Bag Dalam Menstimulasi Aspek Emosi Untuk Pembentukan Afeksi Anak Usia Dini
Kadek Bukit Sri Gayatri;
Ida Bagus Komang Sindu Putra
Jurnal Ilmiah POTENSIA Vol 8 No 2 (2023): JULI
Publisher : UNIB Press
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DOI: 10.33369/jip.8.2.383-397
: Perkembangan afeksi anak dimulai dari pengenalan aspek emosi yang baik kepada anak. Berkembangnya aspek emosi membutuhkan kegiatan dan alat permainan yang tepat sehingga stimulasi dapat berjalan dengan baik. APE Kid’s Bag adalah alat permainan yang berupa toote bag inovasi sebagai pelengkap kegiatan sosio-drama untuk mendukung stimulasi perkembangan emosi. Tujuan penelitian adalah pengembangan APE kid’s bag. Metode penelitian ini menggunkan metode penelitian pengembangan. Model ADDIE sebagai model reka dalam proses pembuatan media Kid’s Bag. Pengumpulan data dilakukan dengan melakukan obervasi, kuisioner, serta wawancara guru dan orangtua di lokasi penelitian. Subjek validasi media Kid’s Bag terdiri dari 2 orang ahli, yaitu ahli materi dan ahli media pembelajaran. Analisis data menggonaka teori Maslow dan ranah afektif dalam taksonomi Blooms. Instrument yang digunakan untuk melengkapi hasil penelitian ini terdiri dari lembar pertanyaan wawancara, teks laporan hasil observasi, dan kuisioner. Data dalam penitian ini dianalisis secara deskriptif kualitatif. Data yang diperoleh dengan merumuskan formula Aiken’s V dengan perolehan data uji ahli materi sebesar 0,590 dan data uji ahli media sebesar 0,572. Berdasarkan dengan perolehan data tersebut yang termasuk dalam tingkat kevalidan sedang dapatdikatakan layak akan tetapi diperlukan beberapa perbaikan terutama dalam design Kid’s Bag yang dibuat.
Pengembangan APE Jubah Misteri Sebagai Media Stimulasi Aspek Perkembangan Kognitif
Ni Putu Eka Diah Okayanti;
I Made Gede Anadhi;
Ida Bagus Komang Sindu Putra
JCE (Journal of Childhood Education) Vol 7, No 1 (2023): March-Agust
Publisher : Universitas Islam Lamongan
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DOI: 10.30736/jce.v7i1.1659
Kegiatan Permainan disekolah PAUD sangat identik dengan sebuah alat permainan yang dapat mendidik anak. Kurangnya alat perainan yang dapat mendukung pembelajaran menjadi kendala bagi guru-guru di TK Kumara Bhuana Saraswati Klungkung. Permainan Jubah Misteri adalah permainan inovatif yang didalamnya menggabungkan antara Ape Jubah Misteri dengan Rainbow Game dan Kotak Misteri. Tujuan dari penelitian ini mengembangkan permainan “Jubah Misteri” sebagai media stimulasi perkembangan kognitif Anak pada Usia 5-6 Tahun di TK Kumara Bhuana Saraswati Klungkung. Metode penelitian yang digunakan yaitu metode penelitian pengembangan ADDIE (analisis, perancangan, pengembangan, implementasi, dan evaluasi). Sumber data berasal dari guru dan anak di TK Kumara Bhuana Saraswati Klungkung. Dalam penelitian ini data yang diperoleh yaitu secara deskriptif kualitatif dan analisis kuantitatif dengan menggunakan rumus Content Validity Ratio (CVR). Hasil penelitian dengan CVR dari ahli media diperoleh 0,8 dan nilai CVI sebesar 0,975. Penelitian yang dilakukan yaitu sampai pada validasi ahli, nilai CVR dari ahli materi yaitu sebesar 1 (0,99) dan nilai CVI yaitu sebesar 1 (0,99). Berdasarkan hasil tersebut maka dapat disimpulkan bahwa media Jubah Misteri valid serta layak untuk digunakan dan diterapkan dalam pembelajaran anak usia dini.
PENERAPAN MEDIA PEMBELAJARAN ORIGAMI DALAM MENGOPTIMALKAN MOTORIK HALUS ANAK USIA DINI DI TK SARASWATI 1 DENPASAR UTARA
Ni Made Widyasari;
I Wayan Suyanta;
Ida Bagus Komang Sindu Putra
Widya Kumara: Jurnal Pendidikan Anak Usia Dini Vol 4, No 1 (2023)
Publisher : Sekolah Tinggi Agama Hindu Negeri Mpu Kuturan Singaraja
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DOI: 10.55115/widyakumara.v4i1.2798
Agar anak dapat tumbuh dan berkembang secara wajar, pendidikan anak usia dini merupakan tahapan pendidikan sebelum pendidikan dasar. Salah satu taktik pembelajaran yang digunakan guru TK Saraswati 1 Denpasar untuk mendorong partisipasi siswa di kelas adalah penggunaan materi pembelajaran origami untuk meningkatkan keterampilan motorik halus pada anak usia dini. Tujuan umum penelitian ini adalah mendeskripsikan tentang Penerapan Media Pembelajaran Origami Dalam Mengoptimalkan Motorik Anak Usia Dini Di Tk Saraswati 1 Denpasar. Penelitian ini bersifat deskriptif kualitatif karena penulis berusaha mengeksplorasi bagaimana lingkungan pembelajaran origami digunakan untuk meningkatkan kemampuan motorik anak usia dini di TK Saraswati 1 Denpasar. Untuk menyelidiki masalah dalam penelitian ini, para peneliti mengandalkan teori Elizabeth B. Hurlock tentang perkembangan motorik halus awal. Menggunakan observasi non-partisipan, wawancara, membaca, dan menulis sebagai metode pengumpulan data. Hasil yang ditemukan di TK Saraswati 1 Denpasar adalah terdapat dampak positif dan negatif dari pemanfaatan bahan origami untuk mengembangkan kemampuan motorik halus pada anak usia dini. Untuk dampak positifnya anak menjadi bisa bermain sambil belajar, melatih keterampilan, serta tentunya meningkatkan kemampuan motorik halus anak. Untuk dampak negatif yang ditimbulkan terkait penggunaan media origami ini seperti anak akan menjadi ketergantungan menggunakan media dalam proses pembelajaran.
MURAL MELATIH KREATIVITAS VISUAL ANAK USIA DINI (STUDI KASUS TK FAJAR HARAPAN)
Suryawan I Gde;
Sindu Putra Ida Bagus Komang;
Suyasa Ariputra I Putu
PRATAMA WIDYA : Jurnal Pendidikan Anak Usia Dini Vol 6 No 1 (2021): Pratama Widya April 2021
Publisher : UHN I GUSTI BAGUS SUGRIWA DENPASAR
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DOI: 10.25078/pw.v6i1.122
Murals are one of the alternative media for street visual art/street visual art that functions as a forum for people's aspirations through paintings. The attractiveness of art gives a strong impression, in line with visual communication theory which assumes that the use of art in educational media is very important. One of these forms of art is a mural. The purpose and function of the mural itself are still developing today. The making of murals in early childhood schools is basically a form of utilizing empty space by incorporating educational missions, such as: as a medium for recognizing local cultural values (folklore). Because folklore, indirectly represents the social reality that is around us. Thus basically the implicit function of making murals in empty spaces in early childhood schools is to train students' sensitivity. The environment is a factor that can affect a child's imagination. By placing murals on the walls of early childhood schools, apart from functioning as decoration, indirectly has the function of stimulating children's sensitivity to visuals. This visual sensitivity indirectly develops children's imagination. Thus, murals can stimulate the imaginary environment or imaginary world of children that penetrate the developer of their imagination. Art will always develop, which will be the source of ideas in the process of its creation. Like children who are inspired by murals in creating their works. Seeing this, students will be more open and sensitive to the environment around us so that new ideas will emerge fresh and close to us as a source of ideas for creating works.
ANALISIS VISUAL KARYA FINGER PAINTING DI TK KUSA WAHANA GIRI
Surya I Gde Suryawan;
Ida Bagus Komang Sindu Putra
PRATAMA WIDYA : Jurnal Pendidikan Anak Usia Dini Vol 7 No 1 (2022): Pratama Widya April 2022
Publisher : UHN I GUSTI BAGUS SUGRIWA DENPASAR
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DOI: 10.25078/pw.v7i1.240
Finger painting is one of the learning methods applied to formal education units at Kusa Wahana Giri Kindergarten, this learning is applied because it has a very important function for the development of fine motor skills in early childhood. Many benefits are obtained in learning finger painting including finger painting as a media tool to express their art, finger painting trains children to concentrate so that as therapy for hyperactive children, finger painting has the potential for psychological health. This study uses a qualitative approach with descriptive analysis. Methods and techniques of data collection using observation techniques. The results of this study indicate that the results of the Visual Analysis of Finger Painting Work at Kusa Wahana Giri Kindergarten have advantages such as the lines, areas, colors, and textures produced are very varied. This can be seen in children's works such as the existence of various lines, both soft lines, curved lines, harmonious lines, and so on. Children are also able to present real textures and pseudo textures. This texture is the result of the combination of the color traces that are scratched by the children in the field. The color combination is good from warm colors, cool colors, and neutral colors. This shows that through finger painting children can explore the ability to process taste and also help children hone their motor system to become more responsive
Pengembangan Buku Big Book “Miki Si Gajah Kecil” Sebagai Media Pengenalan Literasi Lingkungan
Indri Wijayani, Ida Ayu;
Gede Anadhi, I Made;
Komang Sindu Putra, Ida Bagus
Generasi Emas Vol. 6 No. 2 (2023): Generasi Emas:Jurnal Pendidikan Islam Anak Usia Dini
Publisher : UIR PRESS
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DOI: 10.25299/ge.2023.vol6(2).13631
Environmental literacy is important for early childhood development as a cognitive experience of the natural environment. However, the introduction of environmental literacy in urban schools requires environmental literacy learning media. The purpose of the study was to develop an environmental literacy big book with the theme "Miki the Little Elephant". The research uses the R&D research method and the ADDIE development method, namely analyze, design, development, implementation, and evaluation. The data source is children and teachers at Taman Kurnia Kindergarten Denpasar. Data collection by observation, interview, and questionnaire instrument. Analysis with qualitative and quantitative descriptive results from the PAUD material expert test results, namely 3 Kindergarten teachers and 2 media expert lecturers. The research was limited to the validation test due to limited time for field testing. The results showed the value of expert validation score 90.00% very high qualification, the results of learning content expert test score 91.67% very high qualification, the results of design expert test score 85.00% high qualification, the results of media expert test score 85.71% high qualification. The conclusion is that the development of big book books as a medium for introducing environmental literacy is very feasible as an early childhood learning media
Pengenalan Permainan Tradisional Bali Dolanan Bagi Anak Usia Dini
Arini, Ni Putu Sri;
Gede Anadhi, I Made;
Komang Sindu Putra, Ida Bagus
Generasi Emas Vol. 7 No. 1 (2024): Generasi Emas: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : UIR PRESS
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DOI: 10.25299/ge.2024.vol7(1).17242
The aim of this research is to reintroduce the traditional Balinese game dolanan, whose existence needs to be maintained so that it is not eroded by the era that is starting to be touched by modern culture. The type of research used is literature review research with a focus on the traditional Balinese game "Dolanan". The data sources obtained are based on the results of identification, evaluation and synthesis of research work produced by practitioners and previous researchers such as articles, books and other documents whose authenticity can be verified. The results of the research reveal that dolanan is starting to be rarely seen and even the existence of "dolanan" is decreasing and starting to be abandoned, especially in urban areas that have touched western culture. This is also due to the current learning system which has the smell of modern and contemporary technology. Therefore, efforts are needed to refresh or reintroduce the traditional Balinese game dolanan, whose existence needs to be maintained so that it is not eroded by the times that are starting to be touched by modern culture. Training on the art of dolanan in schools is important to carry out, especially in schools which are in urban areas where if you look at the large number of children who often communicate using Indonesian rather than Balinese. Re-introducing young children to the existence of the traditional dolanan game is very important carried out as an effort to develop aspects of art in early childhood.
Meningkatkan Perkembangan Kognitif AUD Melalui Permainan Monoplay Box di TK Wisma Sari
Oktaviani, Ririn;
Gede Anadhi, I Made;
Komang Sindu Putra, Ida Bagus
Generasi Emas Vol. 7 No. 1 (2024): Generasi Emas: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : UIR PRESS
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DOI: 10.25299/ge.2024.vol7(1).17386
One of the important aspects of development in children is cognitive development which strengthens children's reasoning, how children manage information, how children overcome curiosity, children's self-management of difficulties encountered when they want to explore their high curiosity, apart from providing knowledge about things. -things around can also help children in terms of exporting their surroundings. The aim of this research is that children can sharpen their memory, intuition, focus and be able to solve problems independently using the monoplay box game media. The qualitative method is the method used to observe the subjects studied, namely 21 Kindergarten B1 children at Wisma Sari Kindergarten Denpasar. In accumulating the data used, namely observation, interviews and checklists. The gains obtained from this research can be seen from the Pre- Simulation period, 1st period, 2nd period and 3rd period after using the Monoplay Box game in the observations that have been made, it can increase the cognitive development of the aud through the Monoplay Box game with the results experiencing a significant increase.