cover
Contact Name
Muchamad Arif
Contact Email
muchamad.arif@narotama.ac.id
Phone
+6282148131332
Journal Mail Official
muchamad.arif@narotama.ac.id
Editorial Address
-
Location
Kota surabaya,
Jawa timur
INDONESIA
MOTORIC
ISSN : 25805851     EISSN : 25805851     DOI : https://doi.org/10.31090/m.v3i2.893
Core Subject : Education,
Motoric is dedicated published scientific article in the field of teaching aid, education, and kid studies
Arjuna Subject : Umum - Umum
Articles 122 Documents
BOX GAME AND DISPLAY BANNER UNTUK MELATIH KONSENTRASI, MOTORIK, DAN MELATIH BAHASA DAN WAWASAN Maulidiyah, Ummi Masrufah; Dzulkifli, Dzulkifli; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

Educational games are games that have educational elements that are obtained from something that exists and is attached and becomes part of the game itself. Educational Game Tools (APE) are everything that can be used as a means or equipment to play that contains educational value and can stimulate the growth of the child's brain to develop all aspects of the child's ability (potential). The purpose of educational game tools in the learning process of early childhood is as a tool to help people parents and teachers or educators. Provide motivation and stimulate children to carry out various activities in order to find new experiences, Clarify the subject matter given to children, Provide fun for children in playing (learning). This game observation is also designed to train concentration , train motor skills, recognize the concept of cause and effect, train language and insight, recognize colors and shapes. Keywords: Educational games, child develompment
EFEKTIVITAS PERMAINAN ARRANGE ALPHA TERHADAP KEMAMPUAN KONSEP MENGENAL HURUF DAN MERANGKAI KATA DALAM BAHASA INGGRIS PADA SISWA TK AL-HIDAYAH KEBONSARI TENGAH Dzulkifli, Dzulkifli; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

Arrange Alpha is an educational game tool designed and created with the aim of simplifying and streamlining the learning process in recognizing letters and word arrangements in English so that it not only makes students understand pronunciation in English but also so that students can understand spelling and wording in English. In this study, the research method used is a Experimental method. With the learning method used is the experiential learning method. This research was conducted at Al-Hidayah Kebonsari Tengah Kindergarten for 2 meetings, with the subjects of group B kindergarten students with a total of 17 children. With the results in the first experiment conducted by researchers most of the children who came forward had difficulty in composing words and did not conform to spelling. After the learning and recognition in the second experiment, more students and students have succeeded perfectly in compiling the given words. Keywords: An educational game tool, recognizing letters and stringing words in English
Pengembangan Media Pembelajaran berbasis IT pada Guru di tingkat Sekolah Dasar Setyawan, Dedi; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

One of the educational processes is carried out by using media as a means to support and facilitate the teaching and learning process at primary level schools so that it can be carried out optimally and sustainably. In teaching and learning activities using IT-based learning media can make students motivated in their learning so that they are expected to be able to provide subject material that students find difficult to understand can be simplified by using media assistance, especially audiovisual media. The aim of this research is to determine the effectiveness of IT-based learning media for teachers at the elementary school level. Data were collected using a pre-test and post-test given to elementary school teachers before and after the teaching and learning process using IT. The subjects in this research were 19 elementary school teachers in Surabaya. Data analysis was carried out using the t-test with a result of 0.00 which means it is significant. The conclusion in this research is that IT-based learning media is effectively used for students at elementary school level
PENERAPAN MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) UNTUK MENINGKATKAN KREATIVITAS ANAK USIA DINI DI KELAS TK B SEKOLAH KB-TK DAPENA SURABAYA rafka, noviantinus; Arif, Muchamad
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2665

Abstract

This research aims to increase creativity in early childhood with project learning. The method used in this research is qualitative research using interview and documentation methods. This research aims to describe the application of the project based learning method and student creativity after participating in project based learning. This research was carried out at the Dapena KB-TK school, Surabaya and the subjects of this research were the Class Teacher and Kindergarten B class students. The results of this research were that the teacher designed learning activities using the project based learning method through playing, telling stories and discussing activities according to predetermined themes. determined, and the learning support media uses loose parts so that students are enthusiastic about learning. The influence of project based learning on student creativity includes students not getting bored easily, being interested in creative activities, having high curiosity, self-confidence, daring to take risks, being open to new things, being imaginative, tolerant, and having responsibility. Keywords: Early childhood, Project based learning, creativity
ANALISIS MEDIA PEMBELAJARAN BERBASIS INTERNET UNTUK PERKEMBANGAN KEMAMPUAN KOGNITIF PADA ANAK USIA 4 -5 TAHUN Arundhati, Citra Nadhisa; Muzaqi, Sugito
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2670

Abstract

Penelitian ini bertujuan untuk mengetahui analisa proses pemanfaatan media pembelajaran berbasis internet untuk perkembangan kemampuan kognitif pada anak usia 4-5 tahun. Metode yang digunakan dalam penelitian ini adalah analisis deskriptif dengan pendekatan kualitatif dengan teknik pengumpulan data observasi dan dokumentasi. Observasi yang dilakukan untuk mengamati proses pemanfaatan media pembelajaran berbasis internet untuk perkembangan kemampuan kognitif pada anak usia 4-5 tahun . Hasil penelitian observasi yang dilakukan adalah KB Aisyiah 12 Surabaya tidak cukup memiliki sarana media pembelajaran berbasis internet yang memadai. Selain itu, guru – guru di KB Aisyiah 12 Surabaya juga masih belum bisa mengoperasikan media berbasis internet. Dengan adanya penerapan model pembelajaran berbasis internet ini, anak-anak terbantu dalam perkembangan kemampuan kognitif (penalaran). Kata Kunci : Media Pembelajaran, Internet, Kognitif
ANALISIS PRAKTEK SHARENTING SEBAGAI UPAYA MEMENUHI KEBUTUHAN SELF ESTEEM PADA IBU MUDA Maulidiyah, Ummi Masrufah; arumsari, andini dwi
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2797

Abstract

The research was conducted to understand how the need for appreciation or self-esteem is a factor for young mothers in practicing sharenting and to find out how the phenomenon of sharenting itself generally occurs in various countries in the world. Sharenting itself is a combination of two words, "parenting" and "sharing". Included in the practice of sharenting include sharing photos, videos, personal stories or other novelties related to children's activities such as eating, bathing, and play (Healthcare Basel, 2023). A person must fulfill these needs from the most basic, namely physiological needs, continuing the need for security, then the need for belonging and love, then the need for appreciation or self-esteem and the highest is the need for self-actualization. The research method used in this journal article is descriptive research. Descriptive research aims to systematically and accurately describe facts and characteristics about the population or about a particular field. The results of the study contain research data that is relevant to the goals of the final project and knows the phenomenon of sharenting in various countries. The high number of internet users around the world makes it massive for someone to share an activity or something they want to share on social media, of the 173.59 million Indonesian population are Instagram users with an achievement of 84.80% in 2023 and are more dominated by Gen Z at 27.9% and the millennial generation at 25.87% (Pangudi & Yusriana, 2023) and information distribution through Facebook reaches 5.02 million status updates per day and Twitter activity reaches 7.35 million tweets or retweets per day. Keywords: Sharenting, self esteem, young mother
ALAT PERMAINAN EDUKATIF “GUESS OUR GALAXY” UNTUK MELATIH KEMAMPUAN MOTORIK HALUS, DAYA INGAT, DAN KOGNITIF PADA SISWA PAUD Dzulkifli, Dzulkifli; arumsari, andini dwi; Maulidiyah, Ummi Masrufah
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2798

Abstract

Guess Our galaxy is an Educational Game Tool that was created to help Early Childhood to train basic skills in cognitive, memory, and cognitive. This research uses an experimental research type with a qualitative descriptive approach. Data collection techniques used in this study were observation and interviews with educators. This research was conducted at TK Aisyiyah 20 Kreatif Surabaya which is located on JL. Baratajaya VII/17 Surabaya, Baratajaya, Kec. Gubeng, City of Surabaya Prov. East Java. The subjects in this study were 32 students who were divided into 2 classes, namely the Rabit class with 18 students and the Tiger class with 18 students. From 32 subjects we took 2 students for further observation. Guess Our Galaxy has several stages in learning that present materials, quizzes, and practices that are expected to help train students' cognitive, memory, and fine motor skills. Educational Game Tools that have been given to the subject can be said to have succeeded in making students more interested in learning and arousing students' curiosity. The results of research conducted by researchers show that the educational game Guess Our Galaxy can help train the subject's cognitive, memory, and motor skills. Keywords: Educational game tools, cognitive ability, memory, and fine motor skills
Penanganan Keterlambatan Berbicara (Speech Delay) Dalam Pengaruh Gadget Pada Anak Usia Dini Dengan Metode Bercerita Di Tk Bintang Kecil Tahun Ajaran 2022-2023 Minarti, Muji -; Muzaqi, Sugito
MOTORIC Vol 8 No 2 (2024): Volume 8 No 2 2024
Publisher : Universitas Narotama

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Abstract

This research is a qualitative descriptive research that aims to find out and describe how to deal with speech delay using the storytelling method in Bintang Kecil Kindergarten. This study uses a field research method which is descriptive qualitative in nature. The research location was in Bintang Kecil Kindergarten, with the subject of this study involving school principals, parents of children who experienced speech delay, obtained through interviews, observation and documentation. The process of this research illustrates an effort made by a researcher/educator in handling speech delay children, namely by using the storytelling method.
MEDIA KOLASE BAHAN DAUR ULANG UNTUK MENINGKATKAN KEMAMPUAN MOTORIK HALUS ANAK USIA DINI KELOMPOK B TK BINA BUNGA BANGSA SURABAYA Muflikhah, Felin Nanda Khoirul; Yunitasari, Anisa
MOTORIC Vol 8 No 2 (2024): Volume 8 No 2 2024
Publisher : Universitas Narotama

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Abstract

The fine motor skills of group B TK Bina Bunga Bangsa Surabaya children are still very low. This causes children to be less creative. Fine motor learning at Bina Bunga Bangsa Kindergarten Surabaya is still rarely implemented because the teacher is more focused on calistung which is to prepare children for elementary school. Therefore it is necessary to change the strategy in learning activities. To improve children's fine motor skills. the purpose of this study was to determine the increase in children's fine motor skills using recycled material collage media in group B TK Bina Bunga Bangsa Surabaya. This type of research is Classroom Action Research which consists of several stages consisting of two cycles. Each cycle is held in two meetings. The results of the analysis on the pre cycle average value of 48.88%. In cycle I it achieved an average value of 58.88% and in cycle II it achieved 81.10% success criteria. The conclusion of this study shows that recycled material collage media can improve fine motor skills of early childhood group B TK Bina Bunga Bangsa Surabaya. Keywords: Fine motor skills, Collage Media
Meningkatkan Kemampuan Kognitif Anak Usia 4-5 Tahun Melalui Ketrampilan Mengurutkan Pola Dengan Media Loose Part Di Tk Al-Iman Surabaya istiqomah, nurul; Sari, Anisa Yunita
MOTORIC Vol 8 No 2 (2024): Volume 8 No 2 2024
Publisher : Universitas Narotama

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Abstract

Sorting patterns according to Polonsky and Dorothy is the ability to sort a set of objects that are interconnected with one another. Relationships that occur can be based on the order of color, shape, and size. According to researchers, the skill of sorting patterns can improve children's cognitive skills from an early age. According to the researcher, the number of children in group A whose abilities are still underdeveloped in sequencing activities according to the researcher needs to improve their skills using loose parts. This type of research is Classroom Action Research conducted in two cycles, each cycle consisting of three meetings. The subjects of this study were 10 boys and 10 girls in group A at Al Iman Kindergarten. The results of this study can be concluded that the skills of sorting patterns using loose part media or objects around the child have shown an increase, from cycle 1 to cycle 2. According to the researcher, cycle 2 was considered successful because it had completed undeveloped children. children who develop according to expectations in the order of living patterns of 15% of the entire population and increase the very well developed category to 85%. Keywords: Cognitive, Pattern Sorting Skill, Loose Part.

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