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ANALISIS TINGKAT PEMAHAMAN ORANG TUA DALAM KESADARAN PENGGUNAAN MEDIA SOSIAL YANG BERDAMPAK TERHADAP KEJAHATAN DAN KEKERASAN PADA ANAK Syafnita, Tisna
Jurnal Cahaya Mandalika ISSN 2721-4796 (online) Vol. 3 No. 2 (2022)
Publisher : Institut Penelitian Dan Pengambangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jcm.v3i2.1664

Abstract

The background of this research is that the development of increasingly advanced technology, especially social media, can have a negative impact on children, both directly and indirectly. The most common negative effects are harassment, cyberbullying and pornographic content, which not only adults but also children can access without parental supervision. This study uses surveys or questionnaires that are distributed online to parents who have early childhood to determine parents' understanding of the impact of using social media. From the questionnaire, information was obtained that most parents like to post photos of their children on social media because they do not know the negative impact of posting photos of their children on social media. In addition, the average parent agrees to prohibit their child from using social media, and children whose parents allow social media do not know their child's social media password. Furthermore regarding cyberbullying, the average respondent's parents stated that their child had never been a victim of cyberbullying because the child had never reported being a victim of cyberbullying on social media, but parents were very aware of the crime of cyberbullying. The survey also found that on average parents are aware of forms of child sexual abuse and exploitation online, such as sexting, sending pornographic images or videos to victims, and other forms of social media crime.
PENGARUH MEDIA PEMBELAJARAN GAMES EDUKATIF BERBASIS WORDWALL TERHADAP PENGENALAN KOSAKATA BAHASA INGGRIS ANAK USIA DINI DI TAMAN KANAK-KANAK KEMALA BHAYANGKARI 3 PADANG: Penelitian jenis pendekatan kuantitatif dengan metode quasy eksperimen (Eksperimen semu) Annisa Forina Putri; Rismareni Pransiska, S.S, M.Pd; Elise Muryanti, M.Pd; Tisna Syafnita, M.Pd
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25717

Abstract

ABSTRAK Penelitian ini dilatarbelakangi permasalahan yang meunjukkan kemampuan pengenalan kosakata bahasa Inggris anak di Taman Kanak-Kanak Kemala Bhayangkari 3 Padang belum berkembang secara optimal, masih ada anak yang mengalami kesulitan dalam mengenalkan kosakata bahasa Inggris. Dikarenakan pengenalan kosakata bahasa Inggris masih menggunakan media dan metode yang kurang efektif dalam membantu anak menguasai kosakata bahasa Inggris. Tujuan dari penelitian ini yaitu untuk mengetahui pengaruh penggunaan media pembelajaran games edukatif berbasis Wordwall terhadap peningkatan pengenalan kosakata bahasa Inggris pada anak usia dini di TK Kemala Bhayangkari 3 Padang. Penelitian ini menggunakan jenis pendekatan kuantitatif dengan metode quasy eksperimen (Eksperimen semu). Populasi dalam penelitian ini adalah peserta didik di Taman Kanak-Kanak Kemala Bhayangkari 3 Padang berjumlah 85 orang anak, dan sampel sebanyak 30 anak, terdiri dari kelas B1 dan B2 masing-masingnya berjumlah 15 orang anak. Tes lisan adalah metode yang peneliti gunakan untuk mengumpulkan data. Teknik analisis data menggunakan uji t, sebelum itu dilakukan uji prasyarat yaitu uji normalitas dan uji homogenitas. Kemudian data diolah menggunakan aplikasi SPPS 30. Hasil data memperlihatkan dimana rata-rata skor pre-test pada kelas eksperimen adalah 13.27 dan skor post-test sebesar 16.93. Hasil pre-test rata-rata kelas kontrol adalah 12.53 dan skor post test kelas kontrol 14.60. Data yang dihasilkan berdistribusi normal dan homogen. Berdasarkan hasil uji hipotesis menunjukkan nilai sig (2-tailed) sebesar 0.003 < 0.05. Dapat disimpulkan bahwa media wordwall memberikan pengaruh yang signifikan terhadap pengenalan kosakata bahasa Inggris anak usia dini di Taman Kanak-Kanak Kemala Bhayangkari 3 Padang. Kata Kunci: Kosakata Bahasa Inggris, Wordwall, Anak Usia Dini
PENGARUH PERMAINAN TANGRAM MODIFIKASI TERHADAP KEMAMPUAN GEOMETRI ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK YARI SCHOOL Niva Sahada; Setiyo Utoyo; Farida Mayar; Tisna Syafnita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32162

Abstract

This study aims to find the effect of tangram games on the geometry abilities of children aged 5-6 years at Yari School Kindergarten. This research approach uses a quantitative method with a Quasi Experiment type. This study is children at Yari School Kindergarten. Sampling uses a purposive sampling technique. The samples used are class B11 as the experimental class and class B2 as the control class with 10 children in each class. The data collection technique uses a test, in the form of 5 statement items and the data analysis technique used in this study is to compare the differences between the two average values, so that a T test is carried out. For data processing, the SPPS application Ver 31 For Windows is used. Based on the post-test hypothesis test, the sig value (2-tailed) is 0.000 <0.05. Thus, it means that there is a significant difference (real) between the tangram game and the treatment given by the teacher on children's geometry abilities. It can be concluded that the modified tangram game has an effect on the geometric abilities of children aged 5-6 years.
PENGARUH MEDIA KARPET PUZZLE INOVATIF BERBASIS PERMAINAN ULAR TANGGA TERHADAP KEMAMPUAN LITERASI NUMERASI ANAK USIA DINI Rizzatul Azzara; Mutia Afnida; Tisna Syafnita; Rakimahwati; Syahrul Ismet
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32231

Abstract

Early childhood numeracy literacy skills play a crucial role as the foundation for logical thinking, problem-solving, and readiness for the next level of education. However, in practice, many children still struggle to recognize number concepts, connect symbols with quantities, and apply them in daily activities. This condition is exacerbated by the limited availability of learning media that can facilitate numeracy learning in an interactive and enjoyable manner, causing children to become easily bored and less motivated. This study aims to examine the effectiveness of a puzzle carpet based on the snakes and ladders game as an engaging alternative learning medium to enhance children’s numeracy literacy skills. This research employed a quantitative approach with a quasi-experimental design. The study population consisted of group B children at TK Telkom Padang, with purposive samples from class B6 (control) and class B8 (experimental), each comprising fewer than 15 children. Data collection techniques included observation, tests, and documentation. Data analysis was conducted using normality tests, homogeneity tests, and hypothesis testing with SPSS 30.0 for Windows. The results showed an increase in the average score in the experimental class from 10.33 (pre-test) to 21.89 (post-test), while in the control class, scores increased from 9.56 to 20.06. A significance value of 0.001 (p < 0.05) indicated a significant effect. Thus, the puzzle carpet based on the snakes and ladders game was proven effective in improving early childhood numeracy literacy skills at TK Telkom Padang.
Efektivitas Media Pop-Up Book Berbasis Augmented Reality dalam Mengoptimalkan Literasi Awal Anak Usia Dini tentang Budaya Nusantara Ramos Mardiansyah; Rahma Dini; Resi Sandeya; Widya Suhada Sandri. P; Mutia Afnida; Tisna Syafnita; Nofri Hendri
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 2 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i2.6062

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas media Pop-Up Book berbasis Augmented Reality dalam meningkatkan literasi awal anak usia dini pada materi budaya Nusantara. Sampel penelitian terdiri dari anak usia 5-6 tahun. Penelitian dilakukan dengan menggunakan metode one group pretest-posttest dan dianalisis menggunakan uji t-dependen dan uji N-Gain Score. Media pembelajaran ini dirancang untuk mengenalkan anak pada budaya Nusantara dengan menggunakan pendekatan Whole Language. Berdasarkan hasil paired sampel t-test dan uji N-Gain Skor, media pop-up book berbasis augmented reality dapat mengoptimalkan literasi awal anak pada materi budaya Nusantara secara efektif. Media ini memungkinkan anak untuk dapa berinteraksi secara lansung dengan materi pembelajaran melalui kombinasi visual pop-up book dan teknologi augmented reality, sehingga mampu meningkatkan keterlibatan dan pemahaman mereka terhadap budaya Nusantara. Dengan demikian, media pop-up book berbasis augmented reality merupakan inovasi yang mendukung pembelajaran yang lebih imersif, interaktif, dan menyenangkan bagi anak usia dini.
PENGARUH METODE PROYEK DALAM MENSTIMULASI KETERAMPILAN KOLABORASI ANAK USIA DINI: PERSEPSI GURU ANAK USIA DINI DI KOTA PADANG Oktaviani, Prity; Afnida, Mutia; Anggraini, Vivi; Syafnita, Tisna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41841

Abstract

The significance of fostering early childhood collaboration skills as a component of social development necessitating the implementation of suitable instructional strategies in kindergarten is the driving force behind this research. This study seeks to gather insights from kindergarten teachers in Padang City regarding the impact of the project method on early childhood collaboration skills. This study used a quantitative survey approach. Participants were 102 kindergarten teachers across 11 sub-districts in Padang City. Simple random sampling was used for sampling, and simple regression analysis was used. The findings demonstrated that the project approach significantly impacted the development of early children's capacity for teamwork. Children learn to collaborate in groups, divide up responsibilities, communicate, and handle disagreements amicably through the use of the project approach. It follows that kindergarteners can benefit greatly from learning to work together through the project technique.
PENGARUH PERMAINAN BINGO TERHADAP PENGENALAN KOSAKATA BAHASA INGGRIS PADA ANAK DI TAMAN KANAK-KANAK KARTIKA 1-7 PADANG Ririn Marvelia Putri; Elise Muryanti; Rismareni Pransiska; Tisna Syafnita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8646

Abstract

From initial observations conducted by researchers on English vocabulary recognition skills at Kartika 1-7 Padang Kindergarten, it appears that children's English vocabulary recognition skills are still low because teachers only teach through flashcards. Therefore, educators need a variety of activities to improve children's English vocabulary recognition skills. One such activity is playing Bingo. This study aims to examine the effect of Bingo on children's English vocabulary recognition skills at Kartika 1-7 Padang Kindergarten. This study uses a quantitative method with a quasi-experimental design in the experimental and control classes. The population of this study is all children at Kartika 1-7 Padang Kindergarten in the 2025/2026 academic year. The sample was taken using purposive sampling, with class B5 as the experimental class consisting of 11 children and class B6 as the control class consisting of 11 children. The data collection technique used a test consisting of 5 statement items, and the data analysis technique used in this study was to compare the difference between the two mean values, so a T-test was performed. The data was processed using the SPSS Ver 26 For Windows application. Based on the post-test hypothesis test, the sig value (2-tailed) was 0.000 < 0.05. Thus, there is a significant difference between the bingo game and the treatment given by the teacher on the ability to recognize English vocabulary in children. It can be concluded that the Bingo game has an effect on the ability to recognize English vocabulary in children aged 5-6 years.
EFEKTIVITAS MEDIA TEKA-TEKI SILANG TERHADAP PENGENALAN KOSAKATA BAHASA INGGRIS PADA ANAK USIA 5-6 TAHUN DI TK AL-FADHLAH MINAS Hafizhah, Salsabillah; Salsabillah; Serli Marlina; Tisna Syafnita
Bunayya Vol 12 No 1 (2026): Januari 2026
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/bunayya.v12i1.34172

Abstract

English vocabulary recognition in children aged 5–6 years is often limited to pronunciation activities without an understanding of written forms. This condition impacts children's low ability to connect word sounds with written symbols. This study aims to examine the effect of using crossword puzzles on the English vocabulary recognition abilities of children aged 5–6 years at Al-Fadhlah Minas Kindergarten. The study used a quasi-experimental design with a non-equivalent control group involving two classes, each consisting of 15 children. Data analysis using an independent samples t-test showed a significant difference between the experimental and control groups (p < 0.001). The calculation of the effect size using Cohen's d produced a value of 4.11, which is categorized as very large. The results indicate that crossword puzzles provide a stronger contribution in supporting vocabulary recognition than conventional learning media
PENGARUH PENGGUNAAN VIDEO ANIMASI DUA DIMENSI TERHADAP KEMAMPUAN MENGENAL ANGKA PADA ANAK USIA DINI DI TK AISYIYAH 14 PADANG Auliza, Della; Rakimahwati; Utoyo, Setiyo; Syafnita, Tisna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47078

Abstract

This study is motivated by the low ability of early childhood students in recognizing numbers at TK Aisyiyah 14 Padang, as indicated by many children who are not yet able to mention, identify, and match number symbols with the correct quantity of objects. This problem is caused by the limited use of learning media, which tends to be less attractive, making children easily bored and less actively involved in the learning process. Therefore, this study aims to determine the effect of using two-dimensional animated videos on children's ability to recognize numbers. This study employed a quantitative method with an experimental design using pre-test and post-test in both experimental and control groups. The results showed that there was a significant improvement in the number recognition ability of children in the experimental class after being given treatment using two-dimensional animated videos compared to the control class that used conventional methods. Thus, it can be concluded that the use of two-dimensional animated videos has a significant effect on improving early childhood number recognition ability at TK Aisyiyah 14 Padang.
Efektivitas Kegiatan Kolase Berkelompok Menggunakan Media Looseparts Terhadap Kemampuan Bekerjasama Anak Usia Dini di TK Aisyiyah 22 Padang Pratiwi, Dian; Marlina, Serli; Hazizah, Nur; Syafnita, Tisna
Jurnal Pendidikan Tambusai Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v10i1.36333

Abstract

Masalah dalam penelitian ini adalah adanya anak yang masih bersikap anti sosial dan individual terhadap lingkungan sekitarnya. Hal ini terjadi karena penggunaan gadget yang sangat tinggi pada anak usia dini, sehingga menyebabkan anak tidak peduli dan kurang fleksibel dalam berinteraksi dengan teman-teman, khususnya dalam kemampuan bekerjasama. Penelitian ini bertujuan untuk mengetahui sejauh mana kegiatan kolase berkelompok dengan media loose parts dapat meningkatkan kemampuan bekerjasama anak di TK Aisyiyah 22 Padang. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian Quasy Experiment. Sampel penelitian terdiri dari dua kelas, yaitu kelas eksperimen dan kelas kontrol, masing-masing berjumlah 12 orang anak. Pengumpulan data dilakukan dengan teknik observasi, tes, dan dokumentasi. Berdasarkan hasil perhitungan nilai homogenitas, diperoleh nilai signifikansi (sig) pada uji Levene’s test of variance sebesar 0,911 yang lebih besar dari 0,05. Selanjutnya, dari nilai sig (2-tailed) sebesar 0,000 berdasarkan tabel t, diperoleh nilai 0,000 yang lebih kecil dari 0,05. Berdasarkan hasil tersebut, dapat disimpulkan bahwa kegiatan kolase berkelompok dengan media loose parts sangat efektif dalam meningkatkan kemampuan bekerjasama anak usia dini di TK Aisyiyah 22 Padang. Selanjutnya, para peneliti melakukan perhitungan effect size untuk mengetahui tingkat pengaruhnya. Dari hasil uji effect size diperoleh angka sebesar 2,45, yang termasuk dalam kategori tinggi.