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The Effect of Learning Methodology and Personality Type on Cognitive Abilities Rusdiyani, Isti
Indonesian Journal of Early Childhood Education Studies Vol 5 No 2 (2016): November 2016
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijeces.v5i2.13919

Abstract

This research aims to understand the influence of learning methods and type of personality on children cognitive ability, in group B kindergarten in Serang Banten Province.This study used a method of 2x2 factorials experiment with the design. The treatment is provided to present two methods of learning, they are the method of guided discovery and the method of demonstrations .This research is held in group b kindergarten in Serang Banten, from May until August 2014 with the sample which is taken through a method of multistage random sampling. The sample consisted of kindergarten students in Amalia and Al- Khautsar Kindergarten. The data was analyzed by using descriptive statistics, then the analysis and hypothesis testing requirements were analyzed by two lanes variance (Anova two-way).
The Effect of Learning Methodology and Personality Type on Cognitive Abilities Rusdiyani, Isti
Indonesian Journal of Early Childhood Education Studies Vol 5 No 2 (2016): November 2016
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijeces.v5i2.13919

Abstract

This research aims to understand the influence of learning methods and type of personality on children cognitive ability, in group B kindergarten in Serang Banten Province.This study used a method of 2x2 factorials experiment with the design. The treatment is provided to present two methods of learning, they are the method of guided discovery and the method of demonstrations .This research is held in group b kindergarten in Serang Banten, from May until August 2014 with the sample which is taken through a method of multistage random sampling. The sample consisted of kindergarten students in Amalia and Al- Khautsar Kindergarten. The data was analyzed by using descriptive statistics, then the analysis and hypothesis testing requirements were analyzed by two lanes variance (Anova two-way).
Unplugged Coding Activities for Early Childhood Problem-Solving Skills Mutoharoh; Hufad, Achmad; Faturrohman, Maman; Rusdiyani, Isti
Jurnal Pendidikan Usia Dini Vol 15 No 1 (2021): Jurnal Pendidikan Usia Dini Volume 15 Number 1 April 2021
Publisher : Program Studi Magister Pendidikan Anak Usia Dini

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (643.592 KB) | DOI: 10.21009/JPUD.151.07

Abstract

Problem solving skills are very important in supporting social development. Children with problem solving skills can build healthy relationships with their friends, understand the emotions of those around them, and see events with other people's perspectives. The purpose of this study was to determine the implementation of playing unplugged coding programs in improving early childhood problem solving skills. This study used a classroom action research design, using the Kemmis and Taggart cycle models. The subjects of this study were children aged 5-6 years in Shafa Marwah Kindergarten. Research can achieve the target results of increasing children's problem-solving abilities after going through two cycles. In the first cycle, the child's initial problem-solving skills was 67.5% and in the second cycle it increased to 80.5%. The initial skills of children's problem-solving increases because children tend to be enthusiastic and excited about the various play activities prepared by the teacher. The stimulation and motivation of the teacher enables children to find solutions to problems faced when carrying out play activities. So, it can be concluded that learning unplugged coding is an activity that can attract children's interest and become a solution to bring up children's initial problem-solving abilities. Keywords: Early Childhood, Unplugged Coding, Problem solving skills References: Akyol-Altun, C. (2018). Algorithm and coding education in pre-school teaching program integration the efectiveness of problem-solving skills in students. Angeli, C., Smith, J., Zagami, J., Cox, M., Webb, M., Fluck, A., & Voogt, J. (2016). A K-6 Computational Thinking Curriculum Framework: Implications for Teacher Knowledge. Educational Technology & Society, 12. Anlıak, Ş., & Dinçer, Ç. (2005). 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Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Tema Binatang Purba Untuk Meningkatkan Kemampuan Kognitif Anak Usia Dini Kelompok B (5-6) Tahun di TK Tunas Insan Kamil Kota Serang Atikah, Cucu; Rusdiyani, Isti; Ridela, Rivani
JEA (Jurnal Edukasi AUD) Vol. 9 No. 2 (2023): Desember
Publisher : Fakultas Tarbiyah dan Keguruan UIN Antasari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jea.v9i2.9326

Abstract

Penggunaan media pembelajaran adalah untuk meningkatkan pengalaman belajar dan meningkatkan kualitas pembelajaran bagi siswa. Namun, di Taman Kanak-Kanak Tunas Insan Kamil,variasi media pembelajaran yang digunakan masih terbatas, terutama hanya mengandalkan media gambar. Untuk mengatasi keterbatasan ini, peneliti mengembangkan media pembelajaran berbasis Augmented Reality Tujuan dari penelitian ini adalah untuk menilai efektivitas penggunaan media pembelajaran dalam meningkatkan kemampuan kognitif anak usia 5-6 tahun. Penelitian ini menggunakan metode Penelitian dan Pengembangan (R&D) menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data dikumpulkan melalui kuesioner yang diberikan kepada dua ahli media, empat guru, dan 25 anak usia 5-6 tahun dari Kelompok B. Penelitian ini menghasilkan media pembelajaran berbasis Augmented Reality.Validasi kuesioner oleh ahli media menghasilkan nilai 84,7% untuk kriteria sangat layak, dan ahli materi memberikan nilai 91,25% untuk kriteria sangat layak juga. Penilaian efektivitas media didasarkan pada pretest dan posttest yang mengukur kemampuan kognitif anak. Hasilnya menunjukkan peningkatan sebesar 19,94%, menunjukkan bahwa media pembelajaran berbasis Augmented Reality sangat efektif dalam meningkatkan kemampuan kognitif pada anak usia 5-6 tahun. Guru dapat menggunakan media pembelajaran ini sebagai sumber tambahan selain buku cetak dan majalah anak, sehingga memfasilitasi pengenalan teknologi dalam proses pembelajaran.
The Trend of Inclusive Learning Models: Systematic Review Study Iryani, Endang; Hufad, Hufad; Rusdiyani, Isti
PPSDP International Journal of Education Vol. 2 No. 2 (2023): PPSDP International Journal of Education (Special Issue)
Publisher : Perkumpulan Program Studi Doktor Pendidikan (PPSDP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59175/pijed.v2i2.117

Abstract

This study aims to analyze the trend of inclusive learning models with study criteria; the learning model tested as an inclusive learning model at various levels of education. the systematic review method refers to Castlebery with five study stages namely compiling, disassembling, reassembling, interpreting, and concluding. data collection using the published or perish application to collect articles from 2013 to 2023, with the keywords teaching model inclusive, teaching model for inclusive school, and teaching model for SEND (student education need disabilities) from Google Scholar. 200 journals have been screened with predetermined study criteria. The results of this study have shown that the trend is testing existing learning models by looking at their effectiveness and relevance to inclusive classes (62%), the trend is investigating learning models adapted to inclusive classes (15%), the trend is comparing learning models by looking for relevance to the inclusive class (15%), and trends describing the right model for use in the inclusive class based on a literature review (8%). The findings of this study can be used as a reference for teachers in conducting inclusive classroom learning, and researchers can formulate a more comprehensive learning model based on the analysis of the learning models studied in this study.
Systematic Literature Review: Trends Literacy Numeration in Maritime Materials Teaching Materials in the Digital Era Nuryati, Nuryati; Hufad, Achmad; Rusdiyani, Isti
Pancasila International Journal of Applied Social Science Том 2 № 01 (2024): Pancasila International Journal of Applied Social Science
Publisher : Pt. Riset Press International

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59653/pancasila.v2i01.511

Abstract

Study This aim for do a Related literature review on trend literacy teaching materials numeration in the material maritime For child age early in the digital era. Research methods used _ in the study This is the SLR (Systematic Literature Review) method. Data collection was carried out with document articles that have been studied similarly. The articles used are 17 articles from some journals national and international indexed by Google Scholar Semantic Scholar and Scopus published in 2013-2023, based on a study found that teaching materials _ maritime form printed and digital teaching materials. Printed maritime teaching materials in the form of modules, comic media, learning models Webb, form songs, form book education characters, suitcase media literacy, and form products. Whereas teaching materials in digital form only One teaching material viz shaped book story digital illustration entitled Baso and Pinisi For increase culture maritime child. Therefore _ that's necessary done develop teaching materials _ maritime so that it can help children increase their literacy and numeracy related to culture maritime in children's age early in a way maximum. Study This expectation can give insight and knowledge for teachers and parents specifically material, so can increase inner teacher creativity in making teaching materials. Study This clarifies and explains research previously about trend teaching materials _ maritime For growing literacy numeracy child age early in the digital era. And based on searches carried out Not yet found a study with the same topic.
Penataan Lingkungan Bermain dalam Merdeka Belajar pada Anak Usia 4-5 Tahun Zantika, Dwi; Kusumawardani, Ratih; Rusdiyani, Isti
Jurnal Basicedu Vol. 8 No. 2 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i2.7265

Abstract

Lingkungan bermain anak usia dini pada dasarnya dapat mempengaruhi cara mereka belajar dan mendorong untuk mengeksplorasi kreativitas sejak dini. Untuk itu, diperlukannya suatu pengelolaan yang baik dan kondusif bagi lingkungan bermain anak salah satunya dengan penerapan model kurikulum terbaru yaitu merdeka belajar. Penelitian ini bertujuan untuk menganalisis penataan lingkungan bermain dalam Merdeka belajar pada anak usia 4-5 tahun. Metode penelitian yang digunakan ialah kualitatif studi deskriptif. Subyek penelitian yang terlibat adalah 1 guru wali kelas dan 3 orang peserta didik di kelas TK A, serta Lembaga yayasan. Data yang dikumpulkan oleh peneliti melalui wawancara, observasi dan dokumentasi. Hasil penelitian ini menunjukkan bahwa terdapat ragam APE yang disediakan disekolah untuk penataan kegiatan main yang berbeda setiap minggunya, baik dalam bentuk proyek ataupun pusat main dikelas. Media pembelajaran yang digunakan yaitu APE loose part dan juga pemanfaatan barang bekas maupun bahan alam.  Dampak implementasi ini yaitu dalam penerapan menggunakan penataan lingkungan Merdeka belajar memberikan kebebasan anak untuk dapat mencipta daya berpikir mereka untuk kritis dalam berkarya, tanpa menciptakan suasana belajar monoton.
Pengaruh Motivasi Keluarga Terhadap Kemampuan Kognitif Anak Usia 5-6 Tahun: Studi Masa Pandemi Afsari, Fanny; Rusdiyani, Isti; Khosiah, Siti
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 6 No. 4 (2021)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2021.64-04

Abstract

During the pandemic, children aged 5-6 years need time to learn from home so that cognitive abilities during the pandemic experience obstacles. Family motivation has an important role in empowering children's cognitive abilities. The purpose of this study was to determine the effect of family motivation on the cognitive abilities of children aged 5-6 years during the pandemic. The research method used is quantitative. The research subjects found 60 children consisting and 60 parents of: grades B1, B2, B3, B4 at the Putera Bhineka Institute. Data collection techniques using observation, questionnaires, and documentation. The validity and reliability test showed that all the item instruments used were valid and reliable. Data analysis using SPSS 22.0 with simple linear regression test based on hypothesis testing. The results showed that there was no significant effect of motivation on children's cognitive abilities during the pandemic aged 5-6 years. The results of calculations with simple linear regression analysis and hypothesis testing can be said that tcount is 1.311 and a significance value is 0.195. The significant value is 0.195 > 0.05 or seen in the tcount of 1.311 < ttable 2.001. These results can be influenced by environmental factors in the community and the school environment. The findings of this study contribute that during the pandemic, children's cognitive abilities are not influenced by family motivation, but rather by environmental and other factors.
Development of Capcut Application in Natural and Social Science Learning for Elementary School Holisah, Holisah; Atikah, Cucu; Rusdiyani, Isti
Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Vol 5 No 2 (2023): Pendidikan Islam dan Multikulturalisme
Publisher : Institut Agama Islam Sunan Giri (INSURI) Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/scaffolding.v5i2.2870

Abstract

This development aims to create learning media using the CapCut application for Natural and Social Sciences subjects. The research method used is Research and Development (R&D), which refers to the 4D development model. There are four stages of development: define, design, develop, and disseminate. Data collection was carried out using a questionnaire and a test. Questionnaires were given to the subject and media experts to test the feasibility of learning media products based on the CapCut application. While the primary data source comes from class IV Science textbooks at SDN Kedaleman III and secondary data sources come from class IV students at SDN Kedaleman III. The population in this study were all fourth-grade students at SDN Kedaleman III, totaling 32 students. The sampling technique used a saturated sample; the entire population became the research sample because of the small population. Hence, the sample in this study was students of class IV at SDN Kedaleman III, totaling 32 students. This study used data analysis techniques t-test, namely paired sample t-test. The study results show that the CapCut application-based learning media is very suitable for science learning because it gets high marks from subject and media experts. The material expert's assessment was 89%, and the media expert's assessment was 93% which was classified as very feasible. And the t-test shows that there is a significant difference between the student's pre-test and post-test. Therefore it can be concluded that the CapCut application-based learning media is effectively used in science learning.
PENGEMBANGAN E MODUL GURU PJOK BERBASIS CANVA MATERI GERAK DASAR UNTUK ANAK TUNAGRAHITA DI SEKOLAH KHUSUS SE-KABUPATEN TANGERANG Rokhim, Nur; Rusdiyani, Isti; Sholih, Sholih
VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan Vol 14, No 2 (2023): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/ve.v14i2.2285

Abstract

ABSTRAKTujuan dari penelitian pengembangan ini adalah untuk menghasilkan sebuah produk media pembelajaran bagi Guru Pendidikan Jasmani Olahraga dan Kesehatan berbasis canva dengan materi gerak dasar bagi anak tunagrahita ringan di sekolah khusus se-Kabupaten Tangerang. PJOK merupakan bagian dari pendidikan untuk mengembangkan kemampuan melalui gerak sehingga dapat mencapai kesehatan serta tujuan pendidikan yang diharapkan yaitu mencakup pengetahuan, keterampilan, dan sikap. Anak Tunagrahita Ringan dalam pertumbuhannya mengalami keterbatasan dalam melakukan aktivitas keseharianya karena keterbatasan motorik yang dimilikinya. Perkembangan teknologi yang sangat pesat membuat para guru dituntut untuk dapat memanfaatkan teknologi dalam penyelenggaraan pembelajaran. Guru PJOK di SKH umumnya guru kelas yang belum mempunyai dasar pengetahuan tentang Penjas Adaptif. Model pengembangan media pembelajaran yang disusun dalam penelitian ini mengacu pada jenis pengembangan model ADDIE. Model pengembangan ADDIE yang terdiri dari 5 tahap yaitu Analisis Desain Development Impelementasi dan Evaluasi. Dengan adanya E-Modul Guru PJOK materi kombinasi aktivitas gerak dasar dapat tersampaikan dengan mudah dan Guru dapat memanfaatkan teknologi dalam penyelenggaraan pembelajaran PJOKKata Kunci: E-Modul, Canva,Anak Tunagrahita Ringan, Addie,Gerak DasarABSTRACTThe purpose of this development research is to produce a learning media product for canva-based Physical Education Sports and Health Teachers with basic motion material for mildly disabled children in special schools in Tangerang Regency. Physical Education is part of education to develop abilities through movement so as to achieve health and the expected educational goals which include knowledge, skills, and attitudes. Mild Tunagrahita children in their growth experience limitations in carrying out their daily activities due to their motor limitations. The rapid development of technology makes teachers required to be able to utilize technology in the implementation of learning. PJOK teachers in SKH are generally class teachers who do not have a basic knowledge of Adaptive PE. The learning media development model compiled in this study refers to the ADDIE model development type. The ADDIE development model consists of 5 stages, namely Analysis Design Development Implementation and Evaluation. With the E-Module of PJOK Teacher, the combination of basic movement activities can be conveyed easily and teachers can utilize technology in organizing PJOK learning.Keywords: E-Module, Canva, Mild Tunagrahita, Addie, Basic Movement