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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.
Pengaruh Permainan Jumping Alfabet Terhadap Kemampuan Membaca Permulaan Anak Usia 5-6 Tahun Irfanda, Dinah; Syofriend, Yul; Yeni, Indra; Syafnita, Tisna
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 8, No 2 (2025): Jurnal Caksana: Pendidikan Anak Usia Dini
Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jcpaud.v8i2.2522

Abstract

Penelitian ini dilatar belakangi oleh kemampuan membaca permulaan anak yang masih rendah. Hal ini terlihat dari temuan di lapangan masih banyak anak yang belum sepenuhnya mengenal simbol-simbol huruf, belum mampu membedakan antara huruf vokal dan huruf konsonan, belum mampu mengelompokkan kata dengan awalan huruf awal yang sama serta belum mampu menyusun huruf menjadi sebuah kata. Tujuan penelitian ini adalah untuk mengetahui pengaruh permainan jumping alfabet terhadap kemampuan membaca permulaan anak. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi eksperimen. Populasi dalam penelitian ini semua anak dengan jumlah peserta didik 73 anak, sampel pada penelitian ini adalah 30 anak, 15 anak B1 dan 15 anak B2. Sampel terbagi dalam dua kelas: kelas eksperimen (permainan jumping alfabet) dan kelas kontrol (kartu huruf). Teknik pengumpulan data menggunakan observasi, tes perbuatan, dan dokumentasi. Hasil post-test menunjukkan bahwa kelas eksperimen memperoleh rata-rata nilai 26,80, sedangkan kelas kontrol 25,20. Uji statistik menunjukkan nilai signifikansi (2-tailed) sebesar 0,026 (<0,05), untuk itu H0 ditolak serta Ha diterima. Untuk itu, bisa diambil simpulan permainan jumping alfabet memberi pengaruh signifikan pada peningkatan kemampuan membaca permulaan anak usia dini.