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PENINGKATAN KEMAMPUAN KOGNITIF MELALUI PERMAINAN PECAH TELUR PADA ANAK KELOMPOK A DI RA SHODRUL ULUM AL-CHOLIL BRONGKAL PAGELARAN-MALANG Zamzami, Yulia; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 1 No. 1 (2019): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v1i1.354

Abstract

The process of increasing children's cognitive abilities in learning is very important to be developed through the process of game activities. The purpose of this research is to describe the improvement of cognitive abilities by using the game of breaking eggs in group A children and to describe the application of the game of breaking eggs that can improve cognitive abilities in children of group A. This research uses a class action research (Action Research) using two cycles applied in RA children in group A. The results of the study in the first cycle showed an increase in cognitive abilities in recognizing the concept of numbers but still had not reached maximum results with a percentage of 43.13%. Meanwhile, the results of research in the second cycle have shown the development of cognitive abilities in recognizing the concept of numbers with a percentage of 79.40%. The final results of an average increase between the two cycles reached 36.27%. The research can be concluded that the increase between the two cycles is influenced by the presence of a broken egg in the form of a game concept in the cognitive learning process of early childhood..
MODEL PEMBELAJARAN STEAM DI RA MUSLIMAT 01 TUMPAKREJO KECAMATAN GEDANGAN KABUPATEN MALANG (Studi Kasus Konsep Pembelajaran Model STEAM Untuk Kelompok A) Agustin, Yayuk; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 4 No. 1 (2023): JURALIASI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v4i1.964

Abstract

STEAM is a learning approach that includes Science, Technology, Engineering, Art and Mathematics through the media around us (loose parts). The aim of the research is to describe the STEAM model effectively in children. This allows children to be more free to be creative in getting to know various STEAM concepts such as observing, researching, exploring and solving problems. The research method used is descriptive-qualitative context. The data that will be generated will be narrated in real terms. The results showed a positive impact on the use of loose part media and story books through the STEAM model. The findings of the results include learning activities to be more interesting, learning more interactive, more efficient use of time, quality of learning, and children are more able to be creative according to their interests and talents. The positive impact that is also felt by educators is providing teaching guidelines in achieving learning objectives, explaining teaching structures, clearly conceptualized media structures, systematic teaching frameworks. The research conclusions of the STEAM model can be applied in a fun way by exploring concepts that adjust the capacity of a child's learning space.
PENGEMBANGAN MEDIA TRANSFORMASI GEOMETRI UNTUK PEMBELAJARAN MATEMATIKA DALAM MENGENAL SIMBOL GEOMETRI DI KELOMPOK A RA AL-AZHAR DAMPIT MALANG Korini, Rani Asen; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 5 No. 1 (2024): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v5i1.1059

Abstract

PProduct development is made using interactive video techniques with animated nuances and mathematical concept forms. The purpose of the study is to describe the form of the product made, analyze the content of the breadth of material in the product, and the results of the development of the Geometric Transformation animation video in learning materials to recognize geometric symbols at RA Al-Azhar Dampit-Malang. Using the research and development (R&D) method, and using the development stage of the Borg & Gall research model. The results of the study utilize the Canva Pro application for visual design and Capcut for adding voice overs and backsound in the manufacturing process. Innovation in children's mathematics learning using the Geometric Transformation media is found in learning activities using mathematical games that contain children's mathematics indicators related to the classification of geometric symbols and number operations. Media experts get 97.5%. The results of material experts I get 94%, the results of material experts II get 100%. The results of small group trials get 64%, the results of large group trials get 80%. From the results of these studies, the Geometric Transformation media is a media that has innovation and creativity, so it is worthy of being used as a mathematics learning media for early childhood.
PENINGKATAN KEMAMPUAN KREATIVITAS SENI MELALUI PEMBELAJARAN FINGER PAINTING PADA KELOMPOK B DI RA SHALAHUDDIN BLAYU WAJAK-MALANG Ilmi, Husniatul; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 5 No. 2 (2024): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v5i2.1078

Abstract

Artistic creativity is one of the most important aspects in a child's development. Therefore, it requires a fun learning concept, namely finger painting. The purpose of the study was to describe the form and results of increasing artistic creativity abilities through finger painting learning. The research methodology used was classroom action research with a mix-method research type. As well as, data collection techniques, including observation, interviews, and documentation. Data analysis was carried out based on data obtained in each cycle. The results of the study and discussion showed that children's artistic creativity is able to train exploration in making clear visualization patterns of image shapes. The results of the study of artistic creativity in cycle I reached 69.67%. Meanwhile, artistic creativity in cycle II reached 84.09% through finger painting learning using poster paint colors, color caryons, food colors, mixing color porridge and food colors, pencil strokes, and color sprays. Here, children will be introduced to techniques that use hands and without hands. This means that researchers instruct them to use brushes, color sprays, and pencils to create image patterns. The conclusion of the study is that finger painting learning can help children improve their skills in the field of artistic abilities by making clear image patterns and colors. Thus, training children's basic skills from an early age will be a provision in the development period such as understanding the shape of the picture pattern visually. Finger painting learning can explore aspects of child development and is very suitable to be introduced at the sensory motor age level in children.
MENINGKATKAN KEMAMPUAN MENGENAL LAMBANG BILANGAN MELALUI METODE PERMAINAN LOMPAT ANGKA UNTUK ANAK USIA 4-5 TAHUN DI RA DARUSSALAM SUMBERMANJING-MALANG Zuhriyah, Aminatuz; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 1 No. 1 (2019): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v1i1.347

Abstract

The process of early childhood learning is done by the technique of "learning as a play". Increasing the creativity of educators in creating innovations in learning. This study aims to improve the ability to recognize the symbol of numbers in children aged 4-5 years in RA Darussalam Sumberkembang Sumbermanjing-Malang. Classroom Action Research (Action Research) using two cycles is applied to children aged 4-5 years. Data collection techniques through observation, interviews, and documentation. The results of observations before the action show that the increase in the ability to recognize symbol numbers occurs starting from the pre-action, the first cycle to the second cycle. In pre-action, the percentage of recognizing number symbols in children reached 45.83%, in cycle I it reached 63.42% and in cycle II it reached 82.87%. Research can be concluded that the game method is very effective in improving aspects of development, especially in cognitive abilities through learning to recognize the number symbols for early childhood.
PROSES BERMAIN MATEMATIKA AWAL DI RA MIFTAHUL HUDA NGASEM NGAJUM-MALANG Wahyuni, Sri; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 1 No. 1 (2019): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v1i1.353

Abstract

The mathematical play process aims to describe the difficulties encountered while playing mathematics and describe the success stages of the initial mathematical play process. The research method used is descriptive-qualitative approach. Data collection techniques used are observation, interviews, and documentation. The results showed that the early mathematical play process emphasized cognitive development in early childhood. Learning difficulties faced by early childhood through internal and external factors. The application of the first stage of  teacher is able to master the basic concepts of mathematics, the second stage of the level of analysis of children in the process  learning mathematics is seen in play activities and the third stage provides motivation, guidance, direction according to the needs of children through the empowerment of learning media resources related to the initial mathematical material. Based on the results of analysis it can be concluded that there is a successful process of early mathematics learning at RA Miftahul Huda Ngasem
PENINGKATAN KEMAMPUAN KOGNITIF MELALUI PERMAINAN PECAH TELUR PADA ANAK KELOMPOK A DI RA SHODRUL ULUM AL-CHOLIL BRONGKAL PAGELARAN-MALANG Zamzami, Yulia; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 1 No. 1 (2019): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v1i1.354

Abstract

The process of increasing children's cognitive abilities in learning is very important to be developed through the process of game activities. The purpose of this research is to describe the improvement of cognitive abilities by using the game of breaking eggs in group A children and to describe the application of the game of breaking eggs that can improve cognitive abilities in children of group A. This research uses a class action research (Action Research) using two cycles applied in RA children in group A. The results of the study in the first cycle showed an increase in cognitive abilities in recognizing the concept of numbers but still had not reached maximum results with a percentage of 43.13%. Meanwhile, the results of research in the second cycle have shown the development of cognitive abilities in recognizing the concept of numbers with a percentage of 79.40%. The final results of an average increase between the two cycles reached 36.27%. The research can be concluded that the increase between the two cycles is influenced by the presence of a broken egg in the form of a game concept in the cognitive learning process of early childhood..
MODEL PEMBELAJARAN STEAM DI RA MUSLIMAT 01 TUMPAKREJO KECAMATAN GEDANGAN KABUPATEN MALANG (Studi Kasus Konsep Pembelajaran Model STEAM Untuk Kelompok A) Agustin, Yayuk; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 4 No. 1 (2023): JURALIASI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v4i1.964

Abstract

STEAM is a learning approach that includes Science, Technology, Engineering, Art and Mathematics through the media around us (loose parts). The aim of the research is to describe the STEAM model effectively in children. This allows children to be more free to be creative in getting to know various STEAM concepts such as observing, researching, exploring and solving problems. The research method used is descriptive-qualitative context. The data that will be generated will be narrated in real terms. The results showed a positive impact on the use of loose part media and story books through the STEAM model. The findings of the results include learning activities to be more interesting, learning more interactive, more efficient use of time, quality of learning, and children are more able to be creative according to their interests and talents. The positive impact that is also felt by educators is providing teaching guidelines in achieving learning objectives, explaining teaching structures, clearly conceptualized media structures, systematic teaching frameworks. The research conclusions of the STEAM model can be applied in a fun way by exploring concepts that adjust the capacity of a child's learning space.
PENGEMBANGAN MEDIA TRANSFORMASI GEOMETRI UNTUK PEMBELAJARAN MATEMATIKA DALAM MENGENAL SIMBOL GEOMETRI DI KELOMPOK A RA AL-AZHAR DAMPIT MALANG Korini, Rani Asen; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 5 No. 1 (2024): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v5i1.1059

Abstract

PProduct development is made using interactive video techniques with animated nuances and mathematical concept forms. The purpose of the study is to describe the form of the product made, analyze the content of the breadth of material in the product, and the results of the development of the Geometric Transformation animation video in learning materials to recognize geometric symbols at RA Al-Azhar Dampit-Malang. Using the research and development (R&D) method, and using the development stage of the Borg & Gall research model. The results of the study utilize the Canva Pro application for visual design and Capcut for adding voice overs and backsound in the manufacturing process. Innovation in children's mathematics learning using the Geometric Transformation media is found in learning activities using mathematical games that contain children's mathematics indicators related to the classification of geometric symbols and number operations. Media experts get 97.5%. The results of material experts I get 94%, the results of material experts II get 100%. The results of small group trials get 64%, the results of large group trials get 80%. From the results of these studies, the Geometric Transformation media is a media that has innovation and creativity, so it is worthy of being used as a mathematics learning media for early childhood.
PENINGKATAN KEMAMPUAN KREATIVITAS SENI MELALUI PEMBELAJARAN FINGER PAINTING PADA KELOMPOK B DI RA SHALAHUDDIN BLAYU WAJAK-MALANG Ilmi, Husniatul; Sari, Ratih Permata
JURALIANSI: Jurnal Lingkup Anak Usia Dini Vol. 5 No. 2 (2024): JURALIANSI (JURNAL LINGKUP ANAK USIA DINI)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini (PIAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/juraliansipiaud.v5i2.1078

Abstract

Artistic creativity is one of the most important aspects in a child's development. Therefore, it requires a fun learning concept, namely finger painting. The purpose of the study was to describe the form and results of increasing artistic creativity abilities through finger painting learning. The research methodology used was classroom action research with a mix-method research type. As well as, data collection techniques, including observation, interviews, and documentation. Data analysis was carried out based on data obtained in each cycle. The results of the study and discussion showed that children's artistic creativity is able to train exploration in making clear visualization patterns of image shapes. The results of the study of artistic creativity in cycle I reached 69.67%. Meanwhile, artistic creativity in cycle II reached 84.09% through finger painting learning using poster paint colors, color caryons, food colors, mixing color porridge and food colors, pencil strokes, and color sprays. Here, children will be introduced to techniques that use hands and without hands. This means that researchers instruct them to use brushes, color sprays, and pencils to create image patterns. The conclusion of the study is that finger painting learning can help children improve their skills in the field of artistic abilities by making clear image patterns and colors. Thus, training children's basic skills from an early age will be a provision in the development period such as understanding the shape of the picture pattern visually. Finger painting learning can explore aspects of child development and is very suitable to be introduced at the sensory motor age level in children.