Rakimahwati Rakimahwati
Universitas Negeri Padang, Padang, Indonesia

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Efektivitas Permainan Lempar Dadu Cari Huruf Terhadap Kemampuan Mengenal Huruf Anggini, Prishilya; Rakimahwati , Rakimahwati
Journal of Education Research Vol. 3 No. 3 (2022)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v3i3.91

Abstract

Penelitian ini dilatar belakangi kurang berkembangnya kemampuan anak dalam aspek mengenal huruf, seperti: anak belum bisa menyebut huruf, anak belum sepenuhnya mengenal simbol-simbol huruf. hal ini disebabkan karena suasana dalam kegiatan pembelajaran kurang menyenangkan serta media pembelajaran yang masih terfokusnya penggunaan lembar kerja anak atau LKA. Penelitian ini memiliki tujuan guna mengetahui  seberapa efektiv permainan lempar dadu cari huruf terhadap kemampuan mengenal huruf di Taman Kanak-Kanak Villa Beta Padang. sampel yang dipakai dalam penelitian ini yakni kelas B satu sebagai kelas eksperimen dengan sepuluh orang anak serta kelas B dua  sebagai kelas kontrol dengan sepuluh orang anak. Hasil dari penelitian menunjukan bahwa kegiatan permainan lempar dadu cari huruf memiliki pengaruh yang signifikan dibandingkan dengan kelas kontrol dengan kegiatan menebalkan huruf terhadap kemampuan mengenal huruf di Taman Kanak-kanak Villa Beta Padang.
PENGARUH LOOSE PART TERHADAP KEMAMPUAN MOTORIK HALUS ANAK USIA 5-6 TAHUN DI TK NEGERI PEMBINA BARAT KOTA PAYAKUMBUH Aulia Afrilita; Rakimahwati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 No. 01 Maret 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.v10i01.23671

Abstract

The aim of this research is to analyze the effectiveness of Loose Part on children's fine motor skills at the Pembina Barat State Kindergarten, Payakumbuh City. This research uses quantitative methodology based on an experimental strategy. The samples in this study were class B1 and Class B3, each consisting of 12 children. The sampling technique in research is cluster sampling. Data collection techniques include verbal tests and action tests. Data analysis techniques use normality tests, homogeneity tests, hypothesis tests and data collection tools use statement sheets. Then it is processed using a difference test (t-test) with the help of the SPSS 26 for Windows application. The results show that in the control class the average score for the pre-test was 11.66 and the post-test was 15.5, so the difference between the controls was 3.83. Apart from that, there was also an increase in the experimental class with an average score for the pre-test of 11.83 and post-test of 16.83, so that the difference in the experimental class was 5. In both classes, the research results were equally visible, but the experimental class had a higher average score than the control class. Thus, it can be concluded that there is an influence of loose parts on the fine motor skills of children aged 5-6 years at the Pembina Barat State Kindergarten, Payakumbuh City.
The Effect of Interactive Video Use on Early Childhood Cognitive Ability Wahyuni; Rakimahwati
Bisma The Journal of Counseling Vol. 6 No. 1 (2022): Bisma The Journal of Counseling
Publisher : Department of Guidance and Counseling, FIP, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/bisma.v6i1.47046

Abstract

This study aims to determine the effect of using interactive video on the cognitive abilities of early childhood in Bukittinggi City. The research method used is the Mixed Method with the type of research Sequential Explanatory Design, with the first testing phase using quantitative methods and then deepening with qualitative methods. Data collection techniques for quantitative data using questionnaires and qualitative data with observations and interviews. Quantitative testing was carried out with Pearson's product moment while qualitative data testing was carried out by data triangulation. The results of the coefficient test indicate that between the independent variable and the dependent variable there is a strong and positive and significant relationship between the use of interactive videos on early childhood math skills. The results of qualitative tests from observations and interviews conducted showed that the use of interactive videos was very effective in influencing early childhood math skills. Based on the results of the research above, it can be concluded that there is a positive and significant effect between the use of interactive videos on the math skills of early childhood in Bukittinggi City.
Pengaruh Media Canva Interaktif Terhadap Kemampuan Berhitung Anak Usia 5-6 Tahun Di TK 1-61 Padang Agnesi Yulika, Thasya; Yulika, Thasya Agnes; Zulminiati; Rakimahwati; Sari, Resti Elma
IJIGAEd: Indonesian Journal of Islamic Golden Age Education Vol. 6 No. 1 (2025): IJIGAEd: Indonesian Journal of Islamic Golden Age Education
Publisher : Universitas Islam Negeri Jurai Siwo Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32332/10642

Abstract

Teachers must be more inventive in developing creative, original, engaging, and enjoyable learning activities to enhance children's comprehension of learning because youngsters lack numeracy skills such as matching, comparing, sequencing, and counting a collection of objects. The purpose of this study is to ascertain how interactive Canva media affects the numeracy abilities of kids in the 5–6 age range at Kartika Kindergarten 1-61 Padang. This study employs a quasi-experimental methodology with a quantitative approach. Techniques for gathering data include documentation and testing. The 50 youngsters who attended Kartika Kindergarten 1-61 Padang made up the study's population. 40 youngsters made up the study's sample, 20 of whom were in the experimental class (class B2) and 20 of whom were in the control class (class B1). The normality, homogeneity, and hypothesis tests were employed in this study's data processing methodology. Using SPSS 30 and the t-test statistical method, hypothesis testing revealed a significance level of less than 0.05. According to the study's findings, the average pre-test and post-test scores for the experimental class that used Canva medium were 13.50 and 18.30, respectively. The mean pre-test and post-test scores in the PowerPoint-using control group were 13.15 and 14.10, respectively. The resulting data were homogeneous and regularly distributed. Furthermore, Ho was rejected and Ha was accepted after the t-test findings showed that the sig value (2-tailed) was <0.001 <0.05. We may conclude that the numeracy skills of the pupils at Kartika Kindergarten 1-61 Padang are significantly impacted by interactive Canva media.
Implemetation of Project Based Learning to Increase Creativity And Critical Thinking Abilities of Early Childhood Natari, Ripa; Rakimahwati, Rakimahwati; Mayar, Farida; Yaswinda, Yaswinda
JETL (Journal of Education, Teaching and Learning) Vol 10 (2025): Special Issue
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i1.6926

Abstract

This study addresses the issue of suboptimal development of children's creativity, often caused by limited opportunities for exploration. Teachers' restrictive approaches hinder children’s creative problem-solving abilities. Using a quasi-experimental method, this research employs purposive sampling, involving two groups: experimental and control, each consisting of 20 children. The study was conducted at two schools, namely UNRI FKIP LAB Kindergarten and Pembina 2 Pekan Baru State Kindergarten. Data collection methods included observation and documentation, with analysis performed using a t-test through SPSS version 26.0 for Windows. The results reveal that project-based learning significantly enhances both creativity and critical thinking skills in young children. This research also highlights active participation and increased understanding among children through contextualized learning through project based learning. This research has limitations as it suggests that early childhood creativity and critical thinking abilities are influenced by more than just project-based learning methods. However, in this research we only looked at two variables, while there are still many other factors that can influence it. It is hoped that future research can examine more deeply the influencing factors, not just two variables
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF WORDWALL TERHADAP KEMAMPUANG BERPIKIR LOGIS ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK HANG TUAH KOTA PADANG Sri Rezki Amanda; Rakimahwati; Lili Mulyani; Yulsyofriend; Tisna Syafnita
Bunayya Vol 11 No 2 (2025): Juli 2025
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/6jbc7a86

Abstract

Penelitian ini menguji pengaruh media pembelajaran interaktif Wordwall terhadap kemampuan berpikir logis anak usia 5-6 tahun. Menggunakan desain Quasy eksperimen, 24 anak di TK Hang Tuah Padang dibagi menjadi kelompok eksperimen dan kontrol. Hasil tes menunjukkan peningkatan signifikan pada kelompok eksperimen (dari rata-rata 10,75 menjadi 18,75) dibandingkan kelompok kontrol (dari 6,92 menjadi 9,50). Analisis statistik (p < 0,001) membuktikan adanya perbedaan yang signifikan antara rata-rata skor kedua kelompok. Kesimpulannya, penggunaan media Wordwall terbukti efektif dalam meningkatkan kemampuan berpikir logis anak usia dini, memberikan implikasi penting bagi pendidik dalam memilih metode pembelajaran yang interaktif dan berbasis permainan.
Measuring the Impact of Certification on Kindergarten Teacher Performance: An Empirical Comparative Study Meifarina, Whyesi; Rakimahwati; Yaswinda; Nurhafizah Nurhafizah
Kiddo: Jurnal Pendidikan Islam Anak Usia Dini Vol. 6 No. 2 (2025)
Publisher : Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/kiddo.v6i2.21398

Abstract

The performance of Kindergarten teachers is not optimal and the ownership of certification is not evenly distributed in Bukit Sundi Subdistrict. The purpose of this research is to: (1) describe the performance of certified and non-certified teachers, and (2) analyze the performance differences between the two. The research uses a mixed-method approach with a sequential exploratory design. Data analysis techniques include instrument testing, descriptive analysis, classical assumption testing, and hypothesis testing. The research population consists of all kindergarten teachers in the Bukit Sundi District, with the sample determined through simple random sampling using the Slovin formula. The data collection instruments include questionnaires, observations, and documentation. The results show that the performance of certified teachers falls into the very good category (86.7%), while non-certified teachers only reach 39.9%. Hypothesis testing indicates a significant difference between the two groups (p < 0.05). These findings indicate that certification has a significant impact on improving the performance of kindergarten teachers. This study recommends the need for enhanced training and certification programs to support the quality of early childhood education.
Efektivitas Permainan Lempar Dadu Cari Huruf Terhadap Kemampuan Mengenal Huruf Anggini, Prishilya; Rakimahwati , Rakimahwati
Journal of Education Research Vol. 3 No. 3 (2022)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v3i3.91

Abstract

Penelitian ini dilatar belakangi kurang berkembangnya kemampuan anak dalam aspek mengenal huruf, seperti: anak belum bisa menyebut huruf, anak belum sepenuhnya mengenal simbol-simbol huruf. hal ini disebabkan karena suasana dalam kegiatan pembelajaran kurang menyenangkan serta media pembelajaran yang masih terfokusnya penggunaan lembar kerja anak atau LKA. Penelitian ini memiliki tujuan guna mengetahui  seberapa efektiv permainan lempar dadu cari huruf terhadap kemampuan mengenal huruf di Taman Kanak-Kanak Villa Beta Padang. sampel yang dipakai dalam penelitian ini yakni kelas B satu sebagai kelas eksperimen dengan sepuluh orang anak serta kelas B dua  sebagai kelas kontrol dengan sepuluh orang anak. Hasil dari penelitian menunjukan bahwa kegiatan permainan lempar dadu cari huruf memiliki pengaruh yang signifikan dibandingkan dengan kelas kontrol dengan kegiatan menebalkan huruf terhadap kemampuan mengenal huruf di Taman Kanak-kanak Villa Beta Padang.
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.