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Pelatihan Penyediaan Lumbung Dolanan Berbasis Bahan Alam Untuk Media Pembelajaran Kontekstual di TK Negeri Pembina Kabawetan Sari, Dwi Lyna; Agustriana, Nesna; Daryati, Melia Eka; Nasution, Siyyella Tika
Journal of Community Service (JCOS) Vol. 3 No. 2 (2025)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/jcos.v3i2.1772

Abstract

Media pembelajaran berbasis bahan alam memiliki potensi besar dalam mendukung pembelajaran kontekstual sesuai karakteristik anak usia dini, namun pemanfaatannya di PAUD Kabupaten Kepahiang masih sangat terbatas. Artikel ini membahas pelatihan penyediaan Lumbung Dolanan di TK Negeri Pembina Kabawetan yang bertujuan untuk meningkatkan kompetensi pendidik dalam merancang, memanfaatkan, dan mengelola media pembelajaran kontekstual berbahan alam. Lumbung Dolanan dikembangkan sebagai konsep pengelolaan terpusat media berbasis kearifan lokal yang relevan dengan prinsip pedagogi PAUD. Metode pelaksanaan meliputi pelatihan intensif, pendampingan praktik pembuatan media, pembentukan unit Lumbung Dolanan, serta evaluasi dan diseminasi hasil kegiatan. Hasil kegiatan menunjukkan peningkatan pemahaman dan keterampilan pendidik dalam penyediaan media pembelajaran berbahan alam, terbentuknya Lumbung Dolanan sebagai pusat media, serta tersusunnya modul dan dokumentasi kegiatan. Keberadaan Lumbung Dolanan diharapkan dapat menjadi rujukan bagi pengembangan media pembelajaran kontekstual yang inklusif dan berkelanjutan pada pendidikan anak usia dini.
PENGARUH METODE EDUTAINMENT DAN IDENTITAS DIRI TERHADAP KETERAMPILAN SOSIAL ANAK Agustriana, Nesna
Al Fitrah: Journal Of Early Childhood Islamic Education Vol 1, No 2 (2018): Early Childhood Islamic Education
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ja.v2i1.1517

Abstract

This study aimed to determine the effect of method of edutainment and self-concept towards  the children's social skills in group A. The research method used in this research is experimental method with the treatment design by level 2 x 2 with 48 children samples. Social skills research data obtained was analyzed by analysis of variance (ANOVA) two lines and, which firstly tested by requirements test analysis through normality test with Liliefors test and homogeneity test with Bartlett test. The results showed that, (1) there are differences in social skills children treated edutainment method to approach the game with the children who were given treatment methods edutainment multimedia approach, (2) there are significant interaction between method of edutainment and self-concept of the child's social skills, (3) there are differences in social skills children treated edutainment method to approach the game with the children who were given treatment methods edutainment multimedia approach to children who have a positive self-concept, (4) there are differences in social skills children treated edutainment method to approach the game with the children who were given treatment methods edutainment multimedia approach to children who have a negative self-concept. Keyword : Edutainment Methode, Social Skill, self-identity
Integration of Scientific Literacy and Technology in Designing Early Childhood Learning Kurniah, Nina; Agustriana, Nesna; Sapri, Johanes
Indonesian Journal of Early Childhood Education Studies Vol 12 No 2 (2023): November 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijeces.v12i2.75634

Abstract

This research is motivated by the problems and difficulties experienced by kindergarten teachers in designing learning through developments and technology as the implementation of 21st-century learning policies. This research aims to improve kindergarten teachers' ability to design and implement quality learning to realize the nation's next generation in a future full of challenges. The method used is classroom action research, with the Eliot model carried out through four stages. The research subjects are postgraduate students and early childhood education teachers. The results of this study indicate an increase in the ability of teachers to design and implement learning by integrating technology and scientific Literacy. by the age and level of development of early childhood to realize fun, meaningful, and innovative learning that can help children to live an authentic life in a future full of challenges. In addition, scientific Literacy helps children to form patterns of thought and behavior and build character to care and be responsible for themselves, society, and the universe, as well as prepare themselves to deal with problems faced in modern society that are very dependent on technology. Scientific and technological Literacy functioned as a unitary ability to obtain, evaluate, and then obtain strategies to process information and use it systematically in their duties as professional teachers.
Pendampingan Kegiatan Pemberian Makanan Tambahan Anak Usia Dini di TK Negeri Pembina Kabawetan Indrawati, Indrawati; Agustriana, Nesna; Sari, Dwi Lyna; Nasution, Siyyella Tika
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 1 (2026): Abdira, Januari
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i1.1174

Abstract

This community service aims to improve the knowledge and skills of teachers and parents in preparing and providing healthy, nutritious, and attractive supplementary food for early childhood at TK Negeri Pembina Kabawetan. The problem faced by partners is the rarity of providing supplementary food in accordance with the Technical Guidelines for Providing Supplementary Food Based on Local Food from the Ministry of Health. The implementation method uses a demonstration approach and direct practice of making supplementary food menus using local food ingredients. The activity was carried out for 8 months involving 3 lecturers and 3 students as assistants. The results showed an increase in teachers' knowledge about balanced nutrition and techniques for preparing supplementary food menus, as well as improved skills in making attractive food menus using local ingredients. The outputs include a supplementary food menu guide, journal publications, and video documentation. This program is expected to be sustainable with teachers ability to independently prepare supplementary food menus to support stunting prevention in early childhood.
Model Pembelajaran Gerak Motorik Kasar Berbasis Fun Game Fase A Sekolah Dasar Negeri 76 Kota Bengkulu Ilahi, Bogy Restu; Yarmani, Yarmani; Prabowo, Andika; Agustriana, Nesna; Prabowo, Bangkit Yudho; Andriawan, Andriawan
Jurnal Pendidikan Tematik Dikdas Vol. 10 No. 2 (2025): Jurnal Pendidikan Tematik Dikdas
Publisher : Program Studi Magister Pendidikan Dasar Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jptd.v10i2.50430

Abstract

Penelitian ini bertujuan untuk mengembangkan model pembelajaran gerak motorik kasar berbasis fun game pada Fase A di SD Negeri 76 Kota Bengkulu. Produk yang dihasilkan berupa video pembelajaran dan buku panduan yang dilengkapi dengan petunjuk pelaksanaan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Instrumen penelitian yang digunakan meliputi observasi, wawancara, angket, kuesioner, dan dokumentasi. Teknik pengambilan sampel menggunakan purposive sampling. Hasil validasi ahli materi menunjukkan persentase kelayakan sebesar 96% dengan kategori sangat layak. Validasi ahli media memperoleh persentase 92% dan 96% dengan kategori sangat layak. Hasil uji coba kelompok kecil yang melibatkan 10 peserta didik menunjukkan skor rata-rata sebesar 93 dengan kategori sangat layak, sedangkan uji coba kelompok besar yang melibatkan 30 peserta didik memperoleh skor rata-rata sebesar 93,6 dengan kategori sangat tinggi. Berdasarkan hasil tersebut, dapat disimpulkan bahwa model pembelajaran gerak motorik kasar berbasis fun game yang dikembangkan sangat layak dan efektif untuk diterapkan dalam pembelajaran serta mampu mengatasi kejenuhan peserta didik Fase A di SD Negeri 76 Kota Bengkulu.
Integrating Local Culture-Based STEAM-PJBL to Enhance Competence in Fine Motor Skill Learning Design: A Development Study Lyna Sari, Dwi; Wembrayarli, Wembrayarli; Nasution, Siyyella Tika; Agustriana, Nesna; Daryati, Melia Eka
Jurnal Pendidikan Anak Vol. 15 No. 1 (2026): Jurnal Pendidikan Anak
Publisher : Department of Early Childhood Education, Faculty of Education, Universitas Negeri Yogyakarta in in cooperation with in cooperation with the Perkumpulan Pengelola Jurnal PAUD (PPJ PAUD) Indonesia based on the MoU Number: 030/PPJ-PAUD/VIII/2020.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpa.v15i1.2056

Abstract

The limited availability of learning media that integrate local cultural contexts within STEAM-based instruction remains a challenge in optimizing fine motor skill development in childhood education. This study aims to develop a Local Culture Oriented STEAM–Project-Based Learning (STEAM-PJBL) module and examine its feasibility, practicality, and effectiveness in enhancing fine motor skills among children aged 4–5 years. The study employed a Research and Development approach by adapting the Borg and Gall model into six stages: needs analysis, instructional design, prototype development, expert validation, product revision, and limited field testing. Participants included one content expert, one media expert, early childhood teachers, and eight children aged 4–5 years. Data were collected through observation, interviews, questionnaires, and pre- and post-tests of fine motor skills. The findings show high feasibility, with content validity of 91.6% and media validity of 89%. Teacher responses indicated high practicality at 92%. The module effectively improved children's fine motor skills, as shown by a significant increase in mean scores from 67.0 to 80.75 (p < 0.05). The novelty of this study lies in integrating local cultural contexts across all stages of STEAM-PJBL design, positioning fine motor development as a core learning outcome in early childhood education.