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Pengembangan Alat Ukur Preferensi Perilaku Agresif Generasi Alpha Rosa Imani Khan; Widi Wulansari; Imroatus Sholihah
JURNAL Al-AZHAR INDONESIA SERI HUMANIORA Vol 8, No 3 (2023): November 2023
Publisher : Universitas Al Azhar Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36722/sh.v8i3.2298

Abstract

Aggressive behavior preferences need to be known from the beginning because they are the root of the emergence of cases of adolescent aggressiveness. Generation Alpha's aggressive behavior preferences need to be known to control and prevent individuals from growing up with harmful aggressive behavior. This study aims to develop a measurement tool for the aggressive behavior preferences of Generation Alpha which is used as a tool to measure the aggressive behavior preferences of children to adolescents today who belong to Generation Alpha. The subjects in this study were 136 Generation Alpha aged 11-12 years. Generation Alpha's aggressive behavior preferences were measured using a closed questionnaire containing Likert scale statements. The research was conducted in June-August 2023. The development stage/procedure uses the Borg & Gall model with simplification into six stages, namely the Information Gathering Stage, Planning Stage, Model Development Stage, Limited Group Trial, Product Revision, and Product Finalization. The conclusion of this study: content validity testing conducted by 5 experts (expert judgment) shows the results that all statement items in this measuring instrument are relevant to the Alpha Generation aggressive behavior preference indicators so that it can be tested as a criterion validity testing stage. The results of the criterion validity test on 136 respondents showed that there were 5 invalid statement items. The total number of items that are empirically declared valid and reliable is 43 items with a reliability value using the Cronbach's Alpha formula of 0.877.Keywords – Measurement Tool, Generation Alpha, Aggressive Behavior Preferences
Pengembangan Manual Book Boneka Tangan Berkarakter dengan Model Tadzkirah untuk Menumbuhkan Nilai-Nilai Karakter Positif Anak Usia Dini Ridwan, Ridwan; Wulansari, Widi
Efektor Vol 6 No 2 (2019): Efektor Vol 6 No 2 Tahun 2019
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (875.063 KB) | DOI: 10.29407/e.v6i2.13669

Abstract

Character education can succeed optimally, character education is prepared at an early stage, infrastructure, and appropriate learning methods. Character education is not only the responsibility of the teacher but also the responsibility of all elements of society. The selection of appropriate learning media will influence the results achieved. One of the right media that is used to grow the character values ​​of children's character is puppets character with the help of the method of storytelling and is completed with a manual book. The method in this research is development research to advocate learning from Kemp combined with the Borg and Gall models. The manual book (handbook) of hand puppets with the tadzkirah model is validated by 3 validation experts namely experts in science, learning experts and instructional media experts. The trial run is limited to 2 (two) field tests. The results of this study are hand puppet manuals that are suitable for use as a means of growing the positive character values ​​of young children. The results of field trials prove the increase in knowledge and understanding of story content that will foster positive character values ​​of early childhood
Implementasi Model Pembelajaran REPICPRO (Resume, Picture, Problem Based Learning) Mata Pelajaran IPS Kelas VII SMP Pada Materi Kelangkaan Dan Kebutuhan Manusia Prastyaningtyas, Efa Wahyu; Wulansari, Widi
Efektor Vol 7 No 1 (2020): Efektor Vol.7 No.2 Tahun 2020
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (811.483 KB) | DOI: 10.29407/e.v7i1.14353

Abstract

The aim of this quasi experimental study is to find out how the implementation of REPICPRO modelon social sciences subject of seventh grade students at Junior High School to scarcity and humanneeds materials. One group pre-test pos-ttest design was used in this research. The data analyzestechnique used Paired t-test. The result showed that there was a difference score between pre-testand post-test with t- score of 5,461 and significance of 0,0001. The average of pre- test score was66 and post- test score was 77,33. Thus, the result of the study showed that student learningoutcomes was increased, so that the implemetation of the REPICPRO method had a positive andsignificant effect on the learning outcomes of seventh grade students to scarcity and human needsmaterials.
Pengembangan Kotak Dolananku Untuk Menanamkan Nilai-Nilai Pendidikan Karakter Gotong Royong Dan Kreatif Pada Anak Iswantiningtyas, Veny; Wulansari, Widi; Khan, Rosa Imani; Pristiani, Yunita Dwi; Nursalim, Nursalim; Sofwina, Yolanda Titis
Efektor Vol 10 No 1 (2023): Efektor Vol.10 No.1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v10i1.19594

Abstract

The life of the Indonesian people is very closely related to the character values of mutual cooperation and creativity. Instilling the values ​​of character education in children is of course very important, in this case the teacher as an educator who incidentally is in the school environment. In addition to having teaching duties, teachers also have an obligation to instill character education values ​​in children. Basically children learn through play, learning activities through play which are carried out to instill the values ​​of mutual cooperation and creative character education can use a game, namely My Dolanan Box. By playing My Dolananan Box, it can arouse children's interest and interest in learning.The purpose of this study was to produce a dolananku box game so that it can be used by Kindergarten teachers in learning activities that can instill the values ​​of mutual cooperation and creative character education in children. This research method uses the Borg & Gall development model. The results of this study are the product of the dolananku box game as a learning innovation to strengthen the value of the character of mutual cooperation and creativity. From the results of qualitative and quantitative descriptive analysis the results of the research show that: 1) My Dolanan box is suitable for use as a game to instill the values ​​of mutual cooperation and creative character education in children, 2) My Dolananan box can be used by the teacher as an efficient and interesting game to instill the values ​​of mutual cooperation and creative character education in children. For future researchers, it is expected to perfect the products produced both from media criteria, material content, playing activities. The results of this study in general can be concluded that the Dolananku box can be used by kindergarten teachers as a game to instill the values ​​of mutual cooperation and creative character education in children.
Pengembangan Media Cocok (Counting Cookies) untuk Meningkatkan Kemampuan Berhitung Anak Usia 4-5 Tahun: Development of Suitable Media (Counting Cookies) to Improve The Numeracy Skills of Children Aged 4-5 Years Ardana, Cristin Dwi Novia; Widi Wulansari; Dema Yulianto
Indonesian Journal of Early Childhood: Jurnal Dunia Anak Usia Dini Vol. 6 No. 1 (2024)
Publisher : Universitas Ngudi Waluyo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35473/ijec.v6i1.2524

Abstract

As a solution for preparing children for a higher level of education, numeracy skills must be advanced in early childhood education that requires educational tools that have an important role to support the improvement of children's numeracy skills. The reviewer's goal is to improve a teaching tool called COCOK (Counting Cookies) to develop the numeracy skills of four-five year old children. Of the 10 steps in Research and Development (R&D) that have been developed by Borg and Gall, the method used for this research uses 5 stages. In this study the trial used a quasi-experimental trial design and a small group of 20 subjects. The media that was tried out had gone through a validation test by 3 media experts and 3 material experts whose results were declared valid using the Aiken V formula. The validation instrument sheet from the results of the children's worksheets in pretest and posttest activities using the COCOK device ( Counting Cookies) is an information gathering instrument used in this study. Data analysis to examine the use of COCOK (Counting Cookies) media in improving numeracy skills using the Wilcoxon Test. The conclusion from the Wilcoxon test results is that the Asymp value is obtained. Sig. (2-tailed) of 0.012, so that it can be interpreted that there is actually a significant effect of the results of using COCOK (Counting Cookies) media for pretest and posttest (researcher's hypothesis is accepted). The influence given by COCOK media is a positive and significant impact. This is indicated by an increase in the posttest scores of 12 children.   ABSTRAK Sebagai solusi persiapan anak menuju ditingkat pendidikan yang lebih tinggi kemampuan berhitung harus dimajukan AUD bahwa diperlukan perangkat pendidikan yang mempunyai peran penting untuk mendukung peningkatan keterampilan berhitung anak. Tujuan pengkaji agar meningkatkan perangkat ajar yang bernama COCOK (Counting Cookies) guna mengembangkan kemampuan berhitung anak usia empat-lima tahun. Dari 10 langkah yang ada dii Research and Development (R&D)  yang sudah dikembangkan  Borg and Gall metode yang dimanfaatkan untuk penelitian ini menggunakan 5 tahapan. Dalam penelitian ini uji coba yang digunakan desain uji coba kuasi eksperimental dan kelompok kecil 20 subjek. Media yang diuji cobakan sudah melalui uji validasi oleh 3 ahli media dan 3 ahli materi yang hasilnya dinyatakan valid dengan menggunakan formula Aiken V. Lembar instrumen validasi dari hasil lembar kerja anak dalam kegiatan berhitung mula (pretest) dan setelah (posttest) menggunakan perangkat COCOK (Counting Cookies) merupakan intrumen pengumpulan informasi yang dimanfaatkan penelitian ini. Analisis data untuk memeriksa kegunaan media COCOK (Counting Cookies) dalam meningkatkan kemampuan berhitung memakai Uji Wilcoxon. Kesimpulan dari hasil uji Wilcoxon didapatkan nilai Asymp. Sig. (2-tailed) sebesar 0.012, sehingga bisa diartikan sebenarnya ada pengaruh yang signifikan dari hasil penggunaan media COCOK (Counting Cookies) untuk pretest dan posttest (hipotesis peneliti diterima). Pengaruh yang diberikan dari media COCOK adalah dampak yang positif dan signifikan. Hal ini ditunjukkan dengan adanya peningkatan nilai posttest dari 12 anak.
Mengembangkan Kemampuan Membaca Permulaan Melalui Permainan Box and Board Colour pada Anak Desy Misnawati; Widi Wulansari; Dema Yulianto
Jurnal Pelita PAUD Vol 5 No 1 (2020): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v5i1.1024

Abstract

Penelitian ini memiliki tujuan untuk mengembangkan alat permainan edukatif box and board colour yang bermanfaat sebagai sarana meningkatkan kemampuan membaca permulaan bagi anak usia 4 – 5 tahun. Jenis penelitian yang digunakan adalah penelitian pengembangan dengan mengadopsi langkah-langkah penelitian dari Borg dan Gall yang disederhanakan menjadi tiga tahap yaitu: pengumpulan data, desain produk, dan validasi desain. Analisis hasil validasi dilakukan dengan menggunakan rumus Aiken. Validasi Hasil penelitian ini sebagai berikut (1) menurut ahli materi, alat permainan edukatif box and board colour sesuai untuk pembelajaran membaca permulaan bagi anak usia 4 – 5 tahun, (2) menurut ahli media, alat permainan edukatif box and board colour tepat digunakan sebagai media pembelajaran bagi anak usia 4 – 5 tahun, (3) sesuai hasil validasi dari ahli materi dan media disimpulkan bahwa alat permainan edukatif box and board colour yang dihasilkan dinyatakan layak digunakan dalam pembelajaran meningkatkan kemampuan membaca permulaan bagi anak usia 4-5 tahun.
Pengaruh Pemberian Pelatihan Menulis Kreatif Terhadap Keterampilan Menulis Dongeng Anak Rosa Imani Khan; Widi Wulansari
Jurnal Pelita PAUD Vol 6 No 1 (2021): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v6i1.1329

Abstract

Menulis kreatif menekankan pada sikap aktif untuk menulis lalu menemukan proses kreatifnya agar tulisan jadi baik dan menarik. Menulis kreatif adalah menulis untuk sastra termasuk dongeng. Dongeng ialah bentuk sastra lama yang menceritakan kejadian yang penuh khayalan. Cerita dari dongeng dapat dipetik banyak manfaatnya. Tujuan penelitian ini adalah untuk mengetahui adakah pengaruh pemberian pelatihan menulis kreatif terhadap keterampilan menulis dongeng anak. Subjek dalam penelitian ini adalah 50 orang sebagai kelompok eksperimen dan 50 orang lagi sebagai kelompok kontrol. Pemilihan sampel dilakukan dengan teknik convenience sampling. Jenis penelitian ini adalah penelitian kuantitatif tipe quasi experimental yang menggunakan desain non-randomized pretest-postest control group. Pengumpulan datanya menggunakan kuesioner berbentuk skala likert. Analisis datanya dilakukan dengan teknik uji t-dua sampel. Nilai sig yang telah diperoleh sebesar 0,0001, kurang dari nilai alpha yang ditetapkan yaitu 0,05. Ini berarti pelatihan menulis kreatif telah terbukti secara empiris memberikan pengaruh yang signifikan terhadap keterampilan menulis dongeng anak.
Pengembangan Nilai Pendidikan Karakter Berbasis Profil Pelajar Pancasila Melalui Permainan Kotak Dolananku Pada Anak Iswantiningtyas, Veny; Widi Wulansari; Rosa Imani Khan; Yunita Dwi Pristiani; Nursalim; Yolanda Titis Sofwina
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.v11i3.61628

Abstract

The child's attitude of not wanting to cooperate with friends to play together and the lack of group activities causes the child's cooperative character values less developed, resulting in an attitude of not caring about friends. Instilling the value of character education plays a vital role in supporting the Pancasila student profile program. This research explores the role of the Dolananku box game in strengthening the character values of cooperation and creativity based on the Pancasila student profile in early childhood. The type of research used is quasi-experimental. The research subjects were 62 children aged 5-6 years. Data collection techniques use tests and observations, while data analysis techniques use the Wilcoxon and Independent t-test. The research results show that applying the Dolananku box game has significantly strengthened children's cooperative and creative character values. The research concludes that there is an increase in the strengthening of cooperation and creative character values after being taught using the Dolananku box game compared to the abilities of children who were not given the Dolananku box game. The research implies a change in the value of cooperation, shown in the behavior of working together to assemble blocks into a work, and children can string beads.
Game LoP: Fostering Logical-Mathematical Intelligence in Early Childhood Wulansari, Widi; Wati, Epritha Kurnia
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 2 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i2.80858

Abstract

Logical-mathematical intelligence is one of the essential skills that early childhood must develop to support their future educational journey. However, many children are reluctant to learn logical mathematics as it is often perceived as difficult to understand. To address this issue, an educational medium in the form of an educational game is needed to attract children's interest in learning logical mathematics. This study aims to evaluate the effectiveness of the educational media Game LoP in enhancing early childhood logical-mathematical skills. The research employs a quasi-experimental design involving pretest-post-test and control group comparisons. Research instruments include pretest and post-test assessments analyzed using paired t-tests and independent t-tests. The findings reveal a significant difference in early logical-mathematical abilities between the control and experimental groups following the implementation of Game LoP. Additionally, there was a notable improvement in the logical-mathematical abilities of children using this educational medium. Therefore, Game LoP has been proven to yield positive and significant outcomes in enhancing early childhood logical-mathematical skills. This study implies that the application of Game LoP can serve as an innovative solution to support the development of children's logical-mathematical intelligence.
LOP Game Development to Improve Early Childhood Mathematical-Logic Learning Ability Wati, Epritha Kurnia; Wulansari, Widi
Jurnal Pendidikan Indonesia Vol 10 No 1 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.541 KB) | DOI: 10.23887/jpi-undiksha.v10i1.28406

Abstract

This study aims to develop a learning media product, namely the LoP Game to improve the Mathematical-Logic Learning Ability of Early Childhood Beginning. This type of research is a Research and Development (R&D) using a model developed by Borg and Gall. There are 3 stages used in this study from 10 stages proposed by Borg and Gall. These stages include: research and information collecting, planning, and develop preliminary form of product. Data validity analysis was performed using the Aiken formula. The data is obtained from the results of the instrument assessment in the form of a questionnaire from material experts and media experts. The feasibility assessment is tested by 3 material experts and 3 media experts. From the results of the validity test, it can be seen that the expert judgment for the media in the LoP game is all valid with all aspects that have been previously described. Thus, it can be said that the LoP game is appropriate and suitable for the development of early childhood abilities, especially mathematical-logic abilities.