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Pengaruh Model Pembelajaran Kooperatif Learning Terhadap Perkembangan Sosial Emosional Dan Perkembangan Bahasa Anak TK Sa’diyah, Halimatus; Sumiharsono, Rudy; Triwahyuni , Eges
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.511

Abstract

The purpose of the research was to find out whether using cooperative learning can increase the creativity and language development of Group A students at TK Al Hidayah Tegalharjo. Variable X (cooperative learning) has 4 indicators, Y1 (social emotional development) has 5 indicators. Variable Y2 (Language development) has 7 indicators. The research design uses causal quantitative. The method for determining areas is purposive area sampling. The research population for the population research technique was 30 children from group A. Data collection techniques: 1). observation, 2). interview, 3). documentary. The results of the interview are then processed into several instrument tests from validity and reliability tests, then classic assumption tests including normality tests, homogeneity tests, autocorrelation tests, and heteroscedasticity tests, and finally hypothesis tests which include t tests and F tests. against Y1 sig<0.05 (0.000<0.05), X against Y2 sig<0.05(0.001<0.05), F. So it can be concluded that cooperative learning influences social emotional development and language development.
Pengaruh Penerapan Metode Bermain Terhadap Peningkatan Kreativitas Dan Kemampuan Motorik Kasar Anak TK Zahro, Halimatus; Sumiharsono, Rudy; Triwahyuni , Eges
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.512

Abstract

The purpose of the research was to find out whether using the playing method could increase the creativity and gross motor skills of Group A & B students at Dewi Sartika Glenmore Islamic Kindergarten. Variable X (Playing method) has 4 indicators, Y1 (Increasing Creativity) has 5 indicators. Variable Y2 (Gross Motor Ability) contains 7 indicators. The research design uses causal quantitative. The method for determining areas is purposive area sampling. The research population for population research techniques was 36 children from groups A and B. Data collection techniques: 1) observation, 2) interviews, 3) documentary. The results of the interview are then processed into several instrument tests from validity and reliability tests, then classic assumption tests including normality tests, homogeneity tests, autocorrelation tests, and heteroscedasticity tests, and finally hypothesis tests which include t tests and F tests. against Y1 sig<0.05 (0.000<0.05), X against Y2 sig<0.05(0.001<0.05), F . So it can be concluded that the playing method has an effect on increasing creativity and gross motor skills.
Pemanfaatan Media Video Pembelajaran Berbasis Wondershare Filmora Dalam Meningkatkan Minat Belajar Siswa Tuna Grahita Ringan Fransiska Mai Muri, Yohana; Sumiharsono, Rudy; Triwahyuni , Eges
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.514

Abstract

This research aims to describe the use of video-based learning media using Wondershare Filmora software at SLB Bhakti Luhur, Malang city. The approach in this research is qualitative research, full participation, interviews and direct observation. The object of research is class VIII students with mild intellectual disabilities at SLB Bhakti Luhur, Malang city. Jember. The data collection techniques used observation, interview and documentation techniques with data analysis using qualitative data analysis procedures. The results of the research show that video-based learning media using Wondershare Filmora software can increase students' interest in learning in class VIII SLB Bhakti Luhur Malang, by utilizing the power of visualization and involvement. students, Filmora can increase learning interest, learning effectiveness and motivate students to learn more actively.
Implementation of the Introduce Connect Apply Reflect Extend (ICARE) Model Learning Flow in developing online modules based on U-Learning Class LMS Kustiyowati, Kustiyowati; Putra , Eric Dwi; Pradana , Pascalian Hadi; Triwahyuni , Eges
Jurnal Penelitian Pendidikan IPA Vol 10 No 3 (2024): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i3.7160

Abstract

Online learning has started to be used since the emergence of internet technology and became increasingly popular when the Covid 19 pandemic hit. Online learning during the pandemic has given rise to many unique problems for both lecturers and students, such as limitations in presenting material in the sense that the material presented is monotonous and uninteresting, the difficulty of building activity, the difficulty of creating interaction between lecturers and students and between students. Online learning is more stressful than studying in a regular classroom because students are trapped studying alone, the absence of clearly structured learning steps makes it difficult for students to focus on studying. The aims of this research are: to determine the design of an online learning module with an ICARE learning flow based on the U-Learning Class LMS, to determine the feasibility of an online learning module with an ICARE learning flow based on the U-Learning Class LMS. This research uses a Research and Development (R&D) for Education design with the stages of Analysis, Design, Development, Implementation and Evaluation. All stages have been completed and resulted in an online learning module with an LMS-based ICARE learning flow in the Learning Media course which has met the eligibility criteria as a learning resource for use in learning.