Claim Missing Document
Check
Articles

Found 36 Documents
Search

Pengaruh Aktivitas Menggambar Batik Magic Color Terhadap Kreativitas Anak di Taman Kanak-kanak Pertiwi 1 Kantor Gubernur Padang Julia Yonika; Farida Mayar; Elise Muryanti; Tisna Syafnita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17581

Abstract

This article is based on research results that are motivated by the low creativity of early childhood and the lack of variety of learning activities that can provide optimal stimulation. This condition causes children's creativity not to develop optimally. To overcome this problem, the Batik Magic Color drawing activity is implemented as an interesting, fun art activity, and is able to provide opportunities for children to explore, imagine, and express their ideas creatively. This study aims to determine the effect of the Batik Magic Color drawing activity on the creativity of group B children at Pertiwi 1 Kindergarten, Padang Governor's Office. The method used is a quantitative approach with a quasi-experimental design (Nonequivalent Control Group Design), which involves two groups, namely the experimental group that was given treatment in the form of Batik Magic Color drawing activities and the control group that followed conventional learning. The research sample consisted of class B3 as the experimental class with a total of 16 children and class B5 as the control class with a total of 16 children selected using a purposive sampling technique. Data collection techniques used observation, assessment of work results, and documentation. Data analysis was carried out through normality tests, homogeneity tests, and hypothesis testing using the Independent Sample t-test. The results of the study showed that the average creativity score of children in the experimental class increased from 8.81 in the pre-test to 21.50 in the post-test. The results of the hypothesis test obtained a Sig. (2-tailed) value of 0.001 < 0.05, so it can be concluded that there is a significant influence of the Batik Magic Color drawing activity on the creativity of group B children at Pertiwi 1 Kindergarten, Padang Governor's Office.
PENGARUH MEDIA AUGMENTED REALITY BERBASIS ASSEMBLR STUDIO TERHADAP KEMAMPUAN GEOMETRI KELOMPOK B DI TAMAN KANAK-KANAK KEMALA BHAYANGKARI 03 Ummul Khairunisa; Setiyo Utoyo; Yaswinda; Tisna Syafnita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17764

Abstract

Geometry ability is one aspect of cognitive development that needs to be developed from an early age because it plays a role in forming logical thinking, visual spatial and problem solving abilities. The results of observations at Kemala Bhayangkari 03 Kindergarten, Padang City showed that the geometry ability of group B children has not yet developed optimally. This is caused by the use of learning media that is still conventional so that children have not received concrete and interactive learning experiences. This study aims to determine the effect of the use of Augmented Reality media based on Assemblr Studio on the geometry ability of group B children at Kemala Bhayangkari 03 Kindergarten, Padang City. This study used a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The research sample consisted of 30 children consisting of 15 children in the experimental class and 15 children in the control class. Data were collected through geometry ability tests, then analyzed using normality tests, homogeneity tests and Independent Sample t-tests. The results of the study showed that there was a significant influence of the use of Assemblr Studio-based Augmented Reality media on children's geometric abilities with a significance value (Sig.2-tailed) of 0.001 <0.05. Thus, Assemblr Studio-based Augmented Reality media was effective in improving the geometric abilities of children in group B.
PENGARUH PERMAINAN BOLA BASKET MINI TERHADAP KEMAMPUAN MOTORIK KASAR ANAK USIA DINI DI TAMAN KANAK-KANAK KEMALA BHAYANGKARI 1 PADANG Awdilla, Lisa; Anggraini , Vivi; Indra Yeni; Selrli Marlina; Tisna Syafnita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56846

Abstract

stimulate physical movement. As a result, children's gross motor development has not been achieved optimally. To address this issue, mini basketball games were introduced as an engaging and enjoyable learning activity aimed at improving children's gross motor abilities.The objective of this research was to examine the effect of mini basketball games on the gross motor skills of children at TK Bhayangkari 1 Padang. The study employed a quantitative approach using a pre-experimental method with a One-Group Pretest–Posttest design. The participants consisted of 16 children from Class B1.Data were collected through observation and performance assessments administered before and after the implementation of the mini basketball activities. The collected data were analyzed using normality testing and hypothesis testing with the assistance of SPSS version 27.0.The findings revealed a significant improvement in children's gross motor skills following the treatment. The total pretest score increased from 205 to 321 in the posttest. In addition, the hypothesis test produced a significance value of 0.00, which was lower than the 0.05 significance level (0.00 < 0.05). These results indicate that mini basketball games had a significant positive effect on the gross motor development of early childhood children.Therefore, mini basketball games can be considered an effective alternative learning activity to support and enhance children's gross motor skills.
PENGARUH PERMAINAN TRADISIONAL GALAH ASIN TERHADAP KEMAMPUAN MOTORIK KASAR ANAK DI TAMAN KANAK-KANAK YAYASAN AMALAN KOTA PADANG Julianti, Dora; Nurhafizah; Suryana, Dadan; Syafnita, Tisna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59891

Abstract

This study was motivated by the low gross motor skills observed among early childhood students at the Yayasan Amalan Kindergarten in Padang City. Issues included poor balance during jumping and a lack of agility, attributed to limited outdoor physical activity variations and high daily screen time (mobile phone usage). Consequently, this study aimed to determine the impact of the traditional game galah asin on children's gross motor skills. A quantitative experimental method was employed using a quasi-experimental design with pre-tests and post-tests administered to both experimental and control groups. The study population consisted of 30 students from Yayasan Amalan Kindergarten, divided into three classes: Ali, Umar, and Uthman. The Umar class (10 children) was designated as the experimental group, while the Ali class (10 children) served as the control group. The results revealed a highly significant difference in gross motor skill development between the two groups. In the control group, the overall score showed only a modest increase, rising from a pre-test total of 162 (mean: 16.2) to a post-test total of 185 (mean: 18.5). In contrast, the experimental group experienced a much more substantial developmental surge, with scores rising from a pre-test total of 156 (mean: 15.6) to a post-test total of 229 (mean: 22.9). Analysis of the pre-test and post-test data yielded an average gain score of 7.3 for the experimental group and 2.3 for the control group. Thus, it can be concluded that the traditional game *galah asin* is highly effective and is recommended as a fun, active learning tool to stimulate gross motor skills among children at Yayasan Amalan Kindergarten in Padang City.
EFEKTIFITAS MEDIA WANGI (WAYANG ANAK NEGERI INDONESIA) TERHADAP PERKEMBANGAN KEMAMPUAN BERBICARA ANAK DI TAMAN KANAK-KANAK KARTIKA 1-63 PADANG Manurung, Yolanda; Syafnita, Tisna; Suryana, Dadan; Yulsyofriend
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64209

Abstract

This study aims to determine the effectiveness of group role-play (storytelling) activities using WANGI (Wayang Anak Negeri Indonesia) media on the development of speaking skills in early childhood at Kartika 1-63 Kindergarten, Padang City. A quantitative approach with a quasi experimental method was used, namely a nonequivalent pretest-posttest control group design. Subjects consisted of 26 children of group B selected through purposive sampling, with group B1 (13 children) as the experimental class and group B2 (13 children) as the control class. Data were collected using a checklist performance test covering six speaking indicators: articulation, fluency, vocabulary, sentence structure, courage, and story comprehension. All items were valid and reliable (Cronbach Alpha > 0.60). The experimental class received four sessions of group role-play using WANGI media, while the control class used a conventional storybook. The pretest mean of the experimental class increased from 8.77 to 19.15 at posttest, while the control class increased from 7.46 to 13.92. The Independent Sample t-Test on Gain Scores showed t = 3.690, df = 24, significance 0.001 (< 0.05), with a Cohen's d effect size of 1.45 (strong category). It is concluded that WANGI media is effective in developing the speaking skills of early childhood at Kartika 1-63 Kindergarten, Padang City.
PENINGKATAN KEMAMPUAN KONSEP ANGKA ANAK USIA 4-5 TAHUN MELALUI PERMAINAN DAUN ANGKA: PENELITIAN TINDAKAN KELAS DI TK KENCANA MANDIRI BENGKULU UTARA Sudaryanti; Nur Hazizah; Yulsyofriend; Tisna Syafnita
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 4 (2026): Oktober
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/42hd1t82

Abstract

Number concept ability is one of the important aspects of cognitive development that needs to be developed in early because it serves as the foundation for understanding counting activities in the next level of education. Based on preliminary observations at TK Kencana Mandiri North Bengkulu, out of 15 children in Group A aged 4-5 years, 12 children (80%) still experienced difficulties in recognizing numbers, connecting numbers with the quantity of objects, and sequencing numbers 1-10. This study aims to improve number concept ability through the leaf number game among Group A children at TK Kencana Mandiri North Bengkulu. The research employed the Classrom Action Research (CAR) method based on the Kemmis and McTaggart model, consisting of planning, action implementation, observation, and reflection. The study was conducted in two cycles. Cycle I on May 8, 2026, and Cycle II on May 29, 2026. The results showed an increase in children’s number concept ability in each cycle. In the initial condition, 12 children (80%) had difficulties. After Cycle I, 7 children (46,67%) achieved mastery. In Cycle II, all 15 children (100%) reached mastery. This study concludes that the leaf number game is effective in improving number concept ability in early childhood.