Ida Bagus Komang Sindu Putra
Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

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Implementasi Permainan Busy Jar Untuk Melatih Kognitif dan Motorik Pada Anak Usia Dini di TK Lumbung Sari Suciari Putri, Ida Ayu Eka; Gede Anadhi, I Made; Sindu Putra , Ida Bagus Komang; Suardika , I Komang
Generasi Emas Vol. 7 No. 2 (2024): Generasi Emas: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : UIR PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ge.2024.vol7(2).17409

Abstract

This study is motivated by the cognitive abilities of TK Lumbung Sari children are still lacking in learning activities, so to help children develop their cognitive abilities, a medium is needed that is used in the learning process such as busy jar. Busy jar is a tube-shaped media from plastic material which in the bottle cap there are holes of various shapes such as geometric shapes. This study aims to train cognitive in early childhood. The purpose of this study is to train early childhood self-confidence and to teach children geometric shapes, train children's fine motor skills and increase children's vocabulary in mentioning geometric shapes and colors. This study uses qualitative research methods, data collection techniques used in this study are observation and interviews. The subjects in this study were 23 students at TK Lumbung Sari. This study uses observation and interviews in collecting data.  This study shows the results where when playing busy jar students are very happy to carry out this busy jar play activity but there are some students when playing this game at the Pre-test stage there are those whose abilities have not developed, so the researcher sees the child's development at the next stage, namely the post-test stage and from the results of this simulation stage the student's ability has begun to develop so that the results of this busy jar game can be concluded that busy jar games are suitable for cognitive and motor training in children and have a positive impact received by early childhood.
Penerapan Permainan Rainbow Paper Estafet Untuk Melatih Kemampuan Motorik Halus Anak Usia 4-5 Tahun Made Rosiani, Ni; I Made Gede Anadhi; Ida Bagus Komang Sindu Putra
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i2.3828

Abstract

Bermain adalah salah satu kegiatan yang di senangi anak anak, bermain juga sudah menjadi dunia dari anak anak, pemilihan permainan yang sangat menarik membuat anak anak bisa belajar sambil bermain. Rainbow Paper Estafet adalah permainan yang menggunakan kertas warna berbentuk geometri selanjutnya akan di gilir menggunakan jepit kayu.Tujuan dari penelitian ini yaitu untuk melatih motorik kasar anak serta menambah pengetahuan anak tentang warna dan juga melatih sosial anak saat bermain. Penelitian ini menggunakan pendekatan kualitatif dengan metode observasi dan wawancara juga menggunakan sempel usia 4-5 tahun sebagai bahan dari pengumpulan data, data yang di gunakam berupa data sekunder dan primer. Penelitian ini mendapatkan hasil yang baik, melakukan permainan rainbow paper estafet sangat membuat anak senang dalam mengikuti kegiatan yang di lakukan, dalam permainan terlihat anak anak melakukan permainan dengan sangat gembira ini membantu perkembangan motorik kasar anak sangat baik sekaligus anak anak dapat menambah pengetahuan tentang warna dan soialnya. Kesimpulan penelitian yaitu permainan Rainbow Paper Estafet adalah suwatu permainan yang menggunakan alay jepit kayu dan kertas bertentuk geometri lalu di gilir kepada teman , permainan ini salah satu perminan yang mampu membantu perkemabangan motoric halusanak serta anak dapat melatih tanggung jawab, bersosialisasi, tau bentuk geometri dan banyak warna.
Innovative Bamboo Bowling Game to Improve Motor Skills in Early Childhood Anak Agung Ayu Mega Laksmi Febriantari; Anadhi, I Made Gede; Sindu Putra, Ida Bagus Komang
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 11 No. 3 (2023): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v11i3.63257

Abstract

The need for educational game tools to stimulate children's gross motor skills is one of the limitations of teachers. This research aims to create an innovative bamboo bowling game to improve children's gross motor skills. The research method uses the ADDIE approach development method. Observation, interviews, and literature collected data. The research subjects consisted of 3 experts in relevant fields. The tool used to analyze research results is a questionnaire. This research was analyzed descriptively and quantitatively using Lawshe's content validation formula, the Content Validity Ratio (CVR). From the results of the expert assessment, the CVR value obtained was 0.99, and the CVI value was 0.99. All media experts gave a CVR value of 0.99. Therefore, Innovative Bamboo Bowling is considered valid. Based on these findings, Innovative Bamboo Bowling is suitable for early childhood learning activities in developing gross motor skills and can have goals that focus on improving children's physical and cognitive skills in a fun and beneficial environment. The implications of this research can be the basis for developing intervention programs or gross motor stimulation activities that are more effective and targeted.
Pengembangan Gerak Dan Lagu Anak Berbasis Tri Kaya Parisudha Sebagai Media Pengenalan Karakter Hindu Pada Anak Usia Dini Kamalia Jaya, Praptika; Marsono, Marsono; Sindu Putra, Ida Bagus Komang; Suardika, I Komang; Septiari Dewi, Putu Ayu; Chandra Suari, Ni Wayan Gita
Jurnal Penelitian Agama Hindu Vol 9 No 2 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/jpah.v9i2.3761

Abstract

Children’s movement and song activities are a form of play that have always been an integral part of learning in early childhood education. In early childhood education institutions and kindergartens with a Hindu nuance, religious education often employs audiovisual media that feature movements and songs based on themes derived from Hindu teachings. One of the most frequently introduced themes is the concept of Tri Kaya Parisudha due to its relevance to the daily behaviors of children. The objective of this study is to develop Hindu-themed movements and songs centered on the Tri Kaya Parisuda concept. The research method used is Research and Development (R&D). The development process followed the ADDIE model. Children aged 5–6 years from Tunas Wangi Hindu State Kindergarten in Bone Village were selected as the study sample. Data from expert validation and field validation of the product were analyzed using both qualitative and quantitative methods. Qualitative analysis employed the Content Validity Ratio (CVR) formula by Lawshe. The developed movement and song successfully reflected the values of the Tri Kaya Parisudha concept. All validators agreed that the movements and songs used are appropriate and relevant to Hindu character values, as evidenced by a CVR score of 1.0 for this aspect. This indicates that this learning media is highly essential for introducing Hindu character concepts to early childhood learners.
TRADISI SIAT API DI DESA PAKRAMAN DUDA KECAMATAN SELAT KABUPATEN KARANGASEM (PERSPEKTIF PENDIDIKAN AGAMA HINDU) Eko Adi Saputra; I Nyoman Temon Astawa; Ida Bagus Komang Sindu Putra
Upadhyaya : Jurnal Penelitian Pendidikan Vol. 1 No. 2 (2020): Volume 1, No 2 (2020)
Publisher : UHN IGB Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/up.v1i2.1829

Abstract

Pakraman Duda village has a very interesting tradition, which is a kind of fire game using tools in the form of dry coconut leaves/danyuh that are burned. This tradition is carried out once a year on Tilem Sasih Kawolu Nemu Kajeng Kliwon with the aim of melting and destroying the nature of blind kala that exists in humans. The results of this study will show that the implementation of the fire fighting tradition begins with preparation, metektek prus, at the temple and at their respective homes, then the participants go to the fire fighting tradition arena complete with weapons in the form of prakpak / danyuh, the function of which aims to appeal to Sanghyang Widhi's idea. Wasa (almighty god) so that he gives inner and outer strength, neutralizes negative forces, and to melt and destroy Butha Kala's qualities which in humans, fire in prakpah or danyuh is a symbol of destroying bad qualities such as anger, jealousy human heart, envy, and greed. Hindu religious education contained in the Siat Api tradition in Pakraman Duda Village, namely the value of tattwa education, the value of social education, and the value of ceremonial education.
Correlation Between Lecturer’s TPACK Mastery and Students’ Critical Thinking Skills Windayani, Ni Luh Ika; Kristiawan, Muhammad; Putra, Ida Bagus Komang Sindu
Journal of Pedagogy and Education Science Vol 4 No 02 (2025): Journal of Pedagogy and Education Science
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.jpes.00937

Abstract

The study's objectives are to investigate the relationship between lecturer mastery of Technology Pedagogical Content Knowledge (TPACK) and critical thinking skill development of students in the early childhood teacher education program. Based on a quantitative approach, this study shows a high correlation, which indicates a significant correlation between lecturers’ TPACK mastery and students’ higher-order critical thinking skills. A regression analysis also found that mastery of TPACK has a significant influence on critical way of thinking, which suggests that teachers who develop technology integration practices will assist in developing critical thinking among students. This study adds to the educational literature that TPACK is crucial for promoting this important 21st-century student skill. They realise that the amount of their sample reached the limit of the findings and recommend more compact research involving larger and more diverse samples to replicate these findings in a wider range of educational contexts. These findings reinforce the position of TPACK as a foundational element in promoting critical thinking in teacher education.
KOMODIFIKASI SENI RUPA DALAM BRANDING PARIWISATA BALI DI MASA KOLONIAL Sindu Putra, Ida Bagus Komang
Studi Budaya Nusantara Vol. 5 No. 1 (2021)
Publisher : Studi Budaya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Bali island is very thick with arts and tourism. Balinese Fine Arts has gone through a long historical journey from the prehistoric era to the present. Many observers say that the art that has developed on the island of Bali has its own characteristics. Balinese Fine Arts as part of Balinese culture has its own complex development. When compared to the fine arts that have developed in other areas such as Yogyakarta, Bandung and Jakarta, Balinese art has a different ecosystem. In Balinese fine arts, the religious aspect is still very influential, in line with the flow of modernism brought by the entry of tourism that has occurred since the colonial period. Today, in Bali, art, which became present as an offering and is communal in a contextual context, continues and has become part of the traditions of the Balinese Hindu community in the midst of the development of modern / contemporary art which is personal and profane. In the context of artistry, Balinese fine arts to this day develop very dynamically where traditional art, as well as modern / academic art, develop and have their respective actors, enlivening the Balinese art ecosystem. The position of the Balinese art ecosystem that intersects with the development of the world of tourism is actually a potential that can be mobilized as Bali tourism branding. The purpose of this research is that the two of them can collaborate for mutually reinforcing developments. This research will be conducted using the literature method from existing data.
THE REPRESENTATION OF MERU IN BALI’S TOURISM VISUAL BRANDING: SYMBOLISM, IDENTITY, AND COMMODIFICATION Sindu Putra, Ida Bagus Komang; Adi Sakara, I Putu; Anadhi, I Made Gede; Suryawan, I Gede
Ride: Journal of Cultural Tourism and Religious Studies Vol. 3 No. 2 (2025): Vol 3 No 2
Publisher : UHN IGB Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Meru is a dominant visual element in tourism branding, particularly in culturally based destinations such as Bali. This study aims to analyze how the form of Meru is represented in tourism visual branding and how this symbol contributes to shaping the identity of tourism destinations. Using a qualitative research approach that integrates visual analysis and semiotic studies, this research explores the symbolic meaning of Meru across various tourism promotional materials, including posters, brochures, social media, and official websites. Additionally, the study examines the commodification of spirituality, specifically how the use of Meru in Bali’s tourism branding can lead to the reduction of its religious significance, transforming it into a mere commercial icon. The findings indicate that Meru in tourism branding not only represents architectural beauty and cultural exoticism but also constructs a spiritual image that appeals to global tourists. However, the exploitation of this cultural symbol generates ambiguity among local communities, who perceive that the use of Meru in tourism promotion may shift its sacred value into a mere commercial attraction. Therefore, a balanced branding strategy is necessary to uphold cultural values while maintaining tourism appeal.
Pengembangan APE Jubah Misteri Sebagai Media Stimulasi Aspek Perkembangan Kognitif Diah Okayanti, Ni Putu Eka; Anadhi, I Made Gede; Sindu Putra, Ida Bagus Komang
JCE (Journal of Childhood Education) Vol 7 No 1 (2023): JCE (Journal of Childhood Education) Maret-Agustus 2023
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jce.v7i1.1659

Abstract

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 Permainan Rainbow Paper Estafet Untuk Melatih Kemampuan Motorik Halus Anak Usia 4-5 Tahun Made Rosiani, Ni; I Made Gede Anadhi; Ida Bagus Komang Sindu Putra
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i2.3828

Abstract

Bermain adalah salah satu kegiatan yang di senangi anak anak, bermain juga sudah menjadi dunia dari anak anak, pemilihan permainan yang sangat menarik membuat anak anak bisa belajar sambil bermain. Rainbow Paper Estafet adalah permainan yang menggunakan kertas warna berbentuk geometri selanjutnya akan di gilir menggunakan jepit kayu.Tujuan dari penelitian ini yaitu untuk melatih motorik kasar anak serta menambah pengetahuan anak tentang warna dan juga melatih sosial anak saat bermain. Penelitian ini menggunakan pendekatan kualitatif dengan metode observasi dan wawancara juga menggunakan sempel usia 4-5 tahun sebagai bahan dari pengumpulan data, data yang di gunakam berupa data sekunder dan primer. Penelitian ini mendapatkan hasil yang baik, melakukan permainan rainbow paper estafet sangat membuat anak senang dalam mengikuti kegiatan yang di lakukan, dalam permainan terlihat anak anak melakukan permainan dengan sangat gembira ini membantu perkembangan motorik kasar anak sangat baik sekaligus anak anak dapat menambah pengetahuan tentang warna dan soialnya. Kesimpulan penelitian yaitu permainan Rainbow Paper Estafet adalah suwatu permainan yang menggunakan alay jepit kayu dan kertas bertentuk geometri lalu di gilir kepada teman , permainan ini salah satu perminan yang mampu membantu perkemabangan motoric halusanak serta anak dapat melatih tanggung jawab, bersosialisasi, tau bentuk geometri dan banyak warna.