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Alhidayatullah
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INDONESIA
Jurnal Ekonomi, Sosial, dan Pendidikan
ISSN : -     EISSN : 31105491     DOI : 10.61492/bageur
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan adalah jurnal yang dikelola dan diterbitkan sebanyak dua kali dalam setahun (April dan Oktober) oleh PT Alahyan Publisher Sukabumi sejak tahun 2025, yang bertujuan untuk memfasilitasi pemahaman yang lebih baik tentang ilmu ekonomi, sosial, dan pendidikan berbasis penelitian di kalangan akademisi dan peneliti
Articles 23 Documents
Meningkatkan Kemampuan Mengenal Huruf Melalui Permainan Magic Paper Pada Anak Usia 5-6 Tahun di TK Mutiara Masripah, Dede; Elnawati, Elnawati; Maulana, Redi Awal
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 1 (2026): April
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i1.444

Abstract

The ability to recognize letters is one of the important aspects in early childhood language development which is the basis for reading and writing skills at the next level of education. Based on the results of initial observations at Mutiara Kindergarten, it was found that the ability to recognize letters for children aged 5-6 years is still not optimally developed. This can be seen from some children who are not able to name letters, recognize the shape of the letters, and connect the letters with their sounds. Therefore, an interesting learning effort is needed and in accordance with the characteristics of early childhood, one of which is through the game of Magic Paper. This research aims to improve the ability to recognize letters through the game of Magic Paper in children aged 5–6 years in Mutiara Kindergarten. The research method used is Class Action Research (PTK) which is carried out in two cycles, where each cycle consists of the stages of planning, implementation of actions, observation, and reflection. The subjects of the study were children in the age group of 5–6 years at Mutiara Kindergarten. Data collection techniques are carried out through observation, documentation, and performance assessment, while data analysis is carried out descriptively, qualitatively, and quantitatively. The results of the study show that the application of the Magic Paper game can improve children's letter recognition skills. In the initial condition (pre-cycle), the child's ability to recognize letters is still in the undeveloped category. After the action was carried out in the first cycle, there was an increase in the child's ability to pronounce and recognize letters, but had not yet reached the success indicator. Furthermore, in cycle II, the child's ability to recognize letters increased significantly and achieved the criteria of developing very well. Thus, it can be concluded that the Magic Paper game is effective in improving the ability to recognize letters in children aged 5–6 years in Mutiara Kindergarten.
Upaya Meningkatkan Kemampuan Bahasa Ekspresif Melalui Permainan Tradisional Oray - Orayan pada Anak Usia Dini 5-6 Tahun di Taman Kanak-Kanak Istiqomah Aprilia, Lala; Elnawati, Elnawati; Maulana, Redi Awal
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 1 (2026): April
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i1.445

Abstract

Expressive language skills are one of the important aspects in early childhood language development, because they relate to children's ability to express thoughts, feelings, and ideas orally. However, the results of initial observations at Istiqomah Kindergarten show that the expressive language skills of children aged 5-6 years are still relatively low. This can be seen from children who are less able to express their opinions, the limited vocabulary used, and the lack of courage to speak in front of peers. This research aims to improve early childhood expressive language skills through traditional snake games. This research uses the Classroom Action Research (PTK) method which is carried out in two cycles, with each cycle including the stages of planning, implementation, observation, and reflection. The subjects of the study were children aged 5–6 years at Istiqomah Kindergarten. Data collection techniques are carried out through observation, documentation, and field notes. Data analysis was carried out descriptively, qualitatively, and quantitatively. The results of the study show that the application of traditional snake games can improve children's expressive language skills. The improvement can be seen in the child's ability to express opinions, answer questions, communicate verbally, and have the courage to speak during learning activities. Thus, it can be concluded that the traditional game of snakes is effectively used as one of the learning strategies to improve early childhood expressive language skills.
Strategi Memasyarakatkan Gerakan Koperasi di Indonesia: Pendekatan Edukasi, Digitalisasi, dan Pemberdayaan Berbasis Komunitas Putri, Fera Islami; Alhidayatullah, Alhidayatullah
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 1 No. 2 (2025): Oktober
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v1i2.450

Abstract

Cooperatives play a strategic role as a pillar of the people’s economy in Indonesia; however, the cooperative movement continues to face various challenges, including low member participation, limited cooperative literacy, and slow adaptation to digital transformation. This study aims to analyze strategies for popularizing the cooperative movement in Indonesia through educational, digitalization, and community-based empowerment approaches. The study employs a qualitative approach with a descriptive-exploratory research design. Data were collected through in-depth interviews, document analysis, and observations of cooperatives actively implementing member education programs, digital technology utilization, and community empowerment initiatives. Data analysis was conducted using an interactive analysis model consisting of data reduction, data display, and conclusion drawing. The findings indicate that education plays a crucial role in enhancing members’ understanding, awareness, and participation in cooperatives, particularly in internalizing cooperative values and principles. Digitalization has been shown to improve operational efficiency, transparency, and competitiveness of cooperatives, although its implementation remains constrained by limited digital literacy and human resource capacity. Meanwhile, community-based empowerment strengthens cooperative sustainability by increasing member participation, reinforcing social capital, and developing businesses based on local potential. This study concludes that the integration of education, digitalization, and community-based empowerment constitutes an effective strategy for popularizing the cooperative movement in Indonesia. The findings are expected to serve as a reference for cooperative practitioners and policymakers in formulating inclusive, adaptive, and sustainable cooperative development strategies.
Pengaruh Kualitas Produk dan Brand Image Terhadap Keputusan Pembelian The Originote Medan Hutabarat, Eka Risliza Br; Adlina, Hafiza; Siregar, Onan Marakali
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 1 (2026): April
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i1.469

Abstract

Consumer purchasing decisions for skincare products are increasingly influenced by product quality and brand image, especially amidst the intense competition in the local cosmetics industry, such as The Originote in Medan. Reliable product quality and a positive brand image can increase consumer confidence in making purchases. This study aims to analyze the influence of product quality and brand image on purchasing decisions for The Originote products in Medan. This study uses a quantitative approach with an associative method and a non-probability sampling technique in the form of quota sampling with a total of 100 respondents. Primary data were obtained from questionnaires, while secondary data were obtained from literature studies. Analysis techniques include research instrument testing, classical assumption testing, multiple linear regression, and t-tests and F-tests. The results of the study indicate that partially, product quality has a positive and significant effect on purchasing decisions. Brand image is also proven to have a positive and significant effect on purchasing decisions. In addition, simultaneously, product quality and brand image have a significant effect on purchasing decisions for The Originote products in Medan. The Adjusted R Square value of 92.8% indicates that product quality and brand image variables contribute 92.8% to purchasing decisions, while the remaining 7.2% is influenced by factors outside this study.
Karakter Dayang Sumbi Yang Tercermin dalam Tarian: Transformasi Teks Sang Kuriang ke dalam Seni Tari Della Agnia Febrianty Kusnadi
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 1 (2026): April
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i1.549

Abstract

This study aims to describe the characterization of Dayang Sumbi in Sang Kuriang, a drama written by Utuy Tatang Sontani, and to explain the transformation of the character into Sundanese traditional dance. This research employed a qualitative method with a descriptive qualitative design using structural and semiotic approaches. The primary data source was the drama text Sang Kuriang (1959), while supporting data were obtained from literature concerning literary transformation and Sundanese traditional dance movements. Data were collected through close reading, note-taking, and documentation studies. Data analysis consisted of data reduction, data presentation, and conclusion drawing. The findings reveal that Dayang Sumbi's characteristics—including beauty, compassion, firmness, inner conflict, and wisdom—can be transformed into symbolic dance movements such as trisi, ukel, ngaca, ngageulis, selut, capang, sirig, nyawang, sembada, tumpang tali nangreu, and ngiting. Each movement embodies symbolic meanings that represent the character's emotions and personality. Thus, the adaptation process not only transforms verbal literary expressions into visual performance but also preserves the aesthetic values and meanings embedded in the literary work. This study demonstrates that traditional dance functions as a medium for literary interpretation while contributing to cultural preservation through the transformation of literary works into performing arts.
Kritik Terhadap Sistem Pendidikan Yang Terefleksi Pada Novel Kami (Bukan) Sarjana Kertas Agung Aprian Ramadiaz
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 1 (2026): April
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i1.550

Abstract

This study aims to describe the structural elements and reveal the social criticism of the education system in Kami (Bukan) Sarjana Kertas by J.S. Khairen through a sociology of literature approach. This research employed a qualitative descriptive method using Ian Watt's sociology of literature perspective. The data consisted of quotations from the novel published by Gramedia Pustaka Utama in 2019. Data were collected through library research, intensive reading, and note-taking techniques, while data analysis employed an interactive model involving data reduction, data presentation, and conclusion drawing. The findings indicate that the structural elements of the novel, including characterization, setting, and point of view, work together to construct criticism of the education system. Furthermore, based on the sociology of literature approach, the criticism is reflected through the author's social context, literature as a reflection of its era, and the social function of literature. The novel represents various educational issues that remain relevant in Indonesia, including mismatched academic majors, parental pressure on educational choices, the mismatch between educational background and employment, and unequal access to education due to economic conditions. Through these representations, J.S. Khairen presents literature not only as a reflection of social reality but also as an educational medium that encourages readers to reconsider education as a humanistic process oriented toward individual potential and social needs.
Pengaruh Penggunaan Teknik SQ3R Terhadap Kemampuan Membaca Pemahaman Teks Argumentasi Pada Kelas XI di SMA Pesantren Terpadu Hayatan Thayyibah Tahun Pelajaran 2025/2026 Anis Sya’ban Nurul Aini
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 2 (2026): Oktober
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i2.553

Abstract

Reading comprehension proficiency is a fundamental component of language instruction that enhances students' intellectual faculties and critical thinking capacities. This study aimed to evaluate students' reading comprehension of argumentative texts following the implementation of the SQ3R (Survey, Question, Read, Recite, Review) method, and to analyze its empirical effect on eleventh-grade students at SMA Pesantren Terpadu Hayatan Thayyibah during the 2025/2026 academic year. A quantitative approach with a descriptive-quantitative design was employed. The research sample comprised 40 students, equally divided into an experimental group (20 students) instructed via the SQ3R method and a control group (twenty students) taught using conventional methods. Data were gathered through direct observation and a post-test, and subsequently analyzed using reliability, normality, and homogeneity tests. The findings indicated that students utilizing the SQ3R method demonstrated substantially more optimal learning outcomes and higher classroom engagement than those in the conventional group. The experimental class achieved a 100% mastery rate with an outstanding post-test mean score of 92.2, whereas the control class only reached a 60% mastery rate with a lower mean score of 73.2. Statistical analysis yielded a homogeneity significance value of 0.210 ($p > 0.05$), confirming variance homogeneity and justifying the acceptance of the research hypothesis (H1). Consequently, this study concludes that the SQ3R method exerts a significant positive effect on the argumentative text reading comprehension of eleventh-grade students at SMA Pesantren Terpadu Hayatan Thayyibah.
Pengaruh Permainan Tradisional Congklak Terhadap Kecerdasan Logika Berhitung Anak Usia 5–6 Tahun di Tk Darul Mukminin Devi Novianti; Indra Zultiar; Asep Munajat
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 2 (2026): Oktober
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i2.557

Abstract

The ability to calculate logic is one of the aspects of cognitive development that needs to be developed from an early age as a basis for understanding mathematical concepts. However, the results of initial observations at Darul Mukminin Kindergarten show that the logical numeracy skills of children aged 5-6 years are still not optimally developed. One of the efforts that can be made to improve this ability is through the traditional game of congklak which combines play activities with the concept of concrete counting. This study aims to determine the influence of the traditional game of congklak on the logical intelligence of counting children aged 5-6 years in Darul Mukminin Kindergarten. This study uses a quantitative approach with the Quasi Experimental Design method using a Nonequivalent Control Group Design. The research population amounted to 55 children in group B of Darul Mukminin Kindergarten for the 2025/2026 school year. The sampling technique used purposive sampling, so that 28 children in class B1 as an experimental group and 27 children in class B2 as a control group were obtained. Data collection is carried out through pretest and posttest tests, observations, and documentation. Data were analyzed using descriptive statistics, normality tests, homogeneity tests, paired samples t-test, and independent samples t-test with the help of the IBM SPSS Statistics program. The results showed that there was an increase in logic numeracy skills in the experimental group after being given learning using the traditional game of congklak. The results of the hypothesis test showed a significant difference between the experimental group and the control group in the posttest results (p < 0.05). These findings show that traditional congklak games have a positive and significant effect on the logical numeracy intelligence of children aged 5–6 years. Based on the results of the study, it can be concluded that the traditional game of congklak is an effective learning medium in improving the intelligence of calculating logic in early childhood. This game provides a concrete, fun learning experience, and is able to develop the skills of arithmetic, logical thinking, concentration, and problem-solving. Therefore, the traditional game of congklak can be used as an alternative learning medium in developing children's cognitive abilities in Early Childhood Education institutions.
Penerapan Media Pohon Teladan Untuk Meningkatkan Sikap Tanggung Jawab Anak Usia 5-Tahun di TK An-Nahl Neneng Siti Mariam; Elnawati Elnawati; Redi Awal Maulana
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 2 (2026): Oktober
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i2.558

Abstract

This research aims to improve the attitude of responsibility of children aged 5-6 years through the application of Exemplary Tree media in An-Nahl Kindergarten. The problems found are still low children's ability to complete assignments, tidy up toys, take care of their own belongings, and implement class rules without being reminded by the teacher. This study uses the Kurt Lewin model of Class Action Research (PTK) which consists of two cycles, namely planning, action, observation, and reflection. The subjects of the study were 16 children of group B aged 5–6 years. Data collection techniques use observation, documentation, and field notes. Data analysis was carried out descriptively, quantitatively, and qualitatively. The results of the study show that the application of the Exemplary Tree media is able to increase children's attitude of responsibility. The percentage of completeness in the pre-cycle was 52.34%, increasing to 71.56% in Cycle I, and reaching 89.84% in Cycle II. Thus, the Exemplary Tree media effectively increases the attitude of responsibility of children aged 5-6 years through habituation, positive reinforcement, and active involvement of children in learning activities.
Peningkatan Fokus Belajar Anak Usia 5–6 Tahun Melalui Flash Card Berbasis Belajar Sambil Bermain di Kober Daarusalaam Jatigede Sumedang Teti Setiani; Elnawati Elnawati; Redi Awal Maulana
Bageur: Jurnal Ekonomi, Sosial, dan Pendidikan Vol. 2 No. 2 (2026): Oktober
Publisher : PT Alahyan Publisher Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61492/bageur.v2i2.559

Abstract

This study aims to increase the learning focus of children aged 5–6 years through the use of learning while play-based flash card media at Kober Daarussalaam Jatigede Sumedang. The research uses the Kurt Lewin model of Class Action Research (PTK) which consists of planning, action, observation, and reflection stages in two cycles. The research subjects amounted to 15 children of group B consisting of 8 boys and 7 girls. Data collection techniques use observation, documentation, and field notes. Data were analyzed descriptively, quantitatively, and qualitatively. The results showed that children's learning focus increased gradually, from 53.00% in the pre-cycle to 72.08% in Cycle I and increased to 89.17% in Cycle II. The increase occurred because flash card media is packed in interesting play activities so that it is able to maintain attention, increase concentration, and actively involve children in learning. Thus, flash card media based on learning while playing effectively increases the learning focus of children aged 5–6 years. These findings are in line with studies showing that flashcard use can improve motivation, engagement, and cognitive abilities in early childhood.

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