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The Effect of Smart Engklek Game on the Motor Development of 4-5 Years Old Children Adiyanti, Nita; Jannah, Miftachul; Yulianty, Nadya
International Conference on Islamic Studies Vol. 3 No. 1 (2022): June
Publisher : Sekolah Tinggi Agama Islam Darul Ulum Banyuanyar Pamekasan

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Abstract

Motor development is a process of maturity that a person has since birth as a form of skill to move his body that involves both gross and fine motor skills to achieve a goal. The purpose of this study was to determine the effect of the engklek game on the development of children aged 4-5 years through the smart engklek game. The method used is a quantitative approach to Quasi Experiment Design. Based on the results of calculations through independent t-test, the experimental class t-test value = 8.509 and with df = 58. The t-table value at t is 0.05 = 2.704 with a significant value (P) = 0.000 > = 0.05. With Thus the value of t count > t table which means HO is rejected and H1 is accepted. While the calculation of the control class is obtained by the value of t-test = 8,509 with df = 58 the price of t table at t 0.05 = 2.704 with significant (P) = 0.001 > = 0.05 seen that the value of t count > t table means Ho rejected and H1 accepted. Thus, the smart engklek game provides a significant influence on children's motor development.
Increasing Teacher and Student Interaction Through Storytelling Culture At the Early Childhood Education (PAUD) in the District Purwakarta Enjang, Enjang; Adiyanti, Nita
International Conference on Islamic Studies Vol. 3 No. 2 (2022): December
Publisher : Sekolah Tinggi Agama Islam Darul Ulum Banyuanyar Pamekasan

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Abstract

The relationship between teachers and students is felt to be less harmonious and even cold, especially when in the learning process the teacher uses an unpleasant method. The storytelling method is one way to increase interaction between teachers and students because its use is very easy and flexible, then interesting with delivery according to the theme. In addition, it can preserve a culture that is almost extinct. The purpose of this study is to describe the increase in teacher and student interaction through storytelling models or methods in Purwakarta Regency. The method that the researcher uses is a qualitative ethnographic method. Using Interactive data analysis. Data obtained through observations, observations, interviews, and documentation. From this research, it is known that the increase in interaction between teachers and students can be better established so that every learning carried out will be easier, warmer and more enjoyable, especially using interactive storytelling methods.
Motor Adventure: Exploring the Influence of the Snakes and Ladders Game on the Gross Motor Development of Children Aged 4-5 Years at RA Ilyasa Nurul Qomar Adiyanti, Nita; Kandarisah , Ilis; Wahyuni, Mila
Kiddie: Early Childhood Education and Care Journal Vol. 1 No. 2 (2024): Kiddie: Early Chilhood Education and Care Journal
Publisher : Muttaqien Publishing, Pusat Penelitian dan Pengabdian kepada Masyarakat STAI DR.KH.EZ.Muttaqien Purwakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52593/kid.01.2.01

Abstract

If gross motor development is not stimulated, it will not develop as we expect. However, there is a lack of learning media, especially for motor development, especially media that can be used indoors and outdoors. Therefore, playing snakes and ladders can help stimulate gross motor development in children aged 4-5 years. This study aims to determine significant changes before and after treatment. The research method used is a quantitative research method with a one-group design experimental approach, only looking at the results of the pre-test and post-test. In this study, 20 samples were taken for validation tests and 15 samples for research. The results of this research were obtained from the hypothesis that gross motor development in children during the pre-test and post-test was different. This can be seen in the results obtained, namely if Sig. (2-tailed) < 0.005 there is an influence or change. Because the Sig value. (2-tailed) in the hypothesis test above the value of 0.00 Perkembangan motorik kasar jika tidak distumulasi maka tidak akan berkembang sesuai dengan kita harapkan. Namun, kurangnya media pembelajaran khususnya untuk perkembangan motorik sangatlah minim terutama media yang dapat digunakan pada indor dan outdor. Oleh karena itu, permainan ular tangga dapat membantu menstimulasi perkembangan motorik kasar pada anak usia 4-5 tahun. Penelitian ini bertujuan untuk mengetahui perubahan yang signifikan sebelum dan sesudah diberikan treatment. Metode penelitian yang digunakan yaitu metode penelitian kuantitaif dengan pendekatan ­pree-eksperimen desain one grup hanya melihat dari hasil pre-test dan post-test. Dalam penelitian ini mengambil 20 sample untuk uji validasi dan 15 sample untuk penelitian. Adapun hasil dari penelitian ini yaitu diperoleh angka dari hipotesis bahwa perkembangan motorik kasar pada anak saat pre-test dan post-test memiliki perbedaan. Hal ini dapat dilihat pada hasil yang diperoleh yaitu jika Sig. (2-tailed) < 0,005 terdapat pengaruh atau perubahan. Karena nilai Sig. (2-tailed) pada uji hipotesis diatas.