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PENERAPAN ALAT PERMAINAN EDUKATIF SENSORY PATH DALAM MENINGKATKAN ASPEK PERKEMBANGAN KOGNITIF ANAK KELOMPOK A (USIA 4-5 TAHUN) DI TK PGRI 3 NGAWI DS. MANGUNHARJO KEC. NGAWI KAB. NGAWI 在TK PGRI 3 NGAWI DS的学童A(4-5岁)认知发展方面的应用感觉路径。MANGUNHARJO早起。NGAWI KAB。NGAWI
Pub Date : 2022-09-30 DOI: 10.56997/kurikula.v7i1.710
Anita Solihatul Wahidah, Indri Sulistyani
ABSTRACT Educational Game Tool (APE) is a learning media with the aim of improving the ability of aspects of child development that are tailored to the age and level of child development in an interesting way. APE that can be used to improve aspects of child development with the sensory path. Sensory Path is a sensory pathway that was developed into an educational play tool to develop children's development that involves the five senses, one of which is children's cognitive abilities related to memory, logical thinking and problem solving. Low cognitive abilities and the lack of learning media used make children less interested and bored in following the learning delivered. This problem is the background of research on the application of sensory path educational game tools in improving aspects of cognitive development of children in group A (aged 4-5 years) at PGRI 3 Ngawi This study uses a qualitative approach with the type of Classroom Action Research (CAR) where data is collected by interview, observation and documentation methods. Sources of informants from this study were the principal and educators of PGRI 3 TK in Ngawi. The results of this study will be presented in the form of sentences, not in the form of numbers presented in the observation table. The data analysis technique used is observation, assessment sheet and conclusion drawing. With learning that applies the Sensory Path Educational Game Tool, it can be seen that there is an increase in children's cognitive abilities which can be seen from the initial condition of the child's cognitive ability which was originally still quite low with conditions after the application of the sensory path educational game tool to increase. The application of sensory path educational games has been proven to improve cognitive abilities in children aged 4-5 years. Keywords: Educational Game Tool (APE), Sensory Path, Cognitive Aspect
教育游戏工具(APE)是一种以有趣的方式提高儿童发展能力为目的的学习媒体,适合儿童的年龄和发展水平。APE可以用来改善儿童感官发展的各个方面。感官路径(Sensory Path)是一种感官路径,它被发展成为一种教育游戏工具,以发展儿童涉及五种感官的发展,其中一种是儿童与记忆、逻辑思维和解决问题有关的认知能力。认知能力低下和学习媒介的缺乏使儿童对所传授的知识缺乏兴趣和厌倦。这个问题是关于感官路径教育游戏工具在改善PGRI 3 Ngawi A组(4-5岁)儿童认知发展方面的应用研究的背景。本研究采用课堂行动研究(CAR)类型的定性方法,通过访谈,观察和文献方法收集数据。这项研究的信息来源是Ngawi PGRI 3 TK的校长和教育工作者。本研究的结果将以句子的形式呈现,而不是以观察表中的数字形式呈现。数据分析采用观察法、评价表法和结论图法。通过应用感官路径教育游戏工具的学习,可以看出儿童的认知能力有所提高,这可以从儿童的认知能力最初的情况来看,儿童的认知能力本来还很低,但应用感官路径教育游戏工具后,情况有所提高。感官路径教育游戏的应用已被证明可以提高4-5岁儿童的认知能力。关键词:教育游戏工具,感官路径,认知层面
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引用次数: 1
Peran Orang Tua Dalam Perkembangan Kognitif Anak Usia 4 -5 Tahun Di Ra Nawa Kartika Dawu Masa Pandemi Covid-19 在Covid-19大流行期间,父母在4 -5岁孩子的认知发展中的作用
Pub Date : 2022-09-30 DOI: 10.56997/kurikula.v7i1.694
Eko Prasetiyo, Umi Widyawati Widyawati
ABSTRAK Perkembangan kognitif anak usia dini tidak lepas dari peran orang tua dan lingkungan keluarga. Di dalam lingkungan keluarga, anak didorong untuk menggali, mempelajari dan menghayati nilai-nilai kemanusiaan, religius, norma dan pengetahuan. Anak sebagai peniru terbaik dari sikap yang dimiliki orang tua, karena setiap aktivitas anak berhubungan dengan orang tua. Pandemi covid-19 yang melanda Indonesia memberikan dampak yang signifikan bagi segala sendi kehidupan masyarakat. Tidak terkecuali aspek pendidikan. Hal ini menuntut pemerintah untuk menerapkan pola kehidupan baru. Sebelum adanya covid-19 pembelajaran dilakukan secara tatap muka, maka ketika terjadi pandemi seperti ini pembelajaran dilakukan menggunakan sistem daring (dalam jaringan). Pola pembiasaan ini menjadikan aktivitas anak 100% berada di rumah, oleh karena itu peran orang tua dalam perkembangan anak sangat dibutuhkan terutama perkembangan kognitif.  Hasil penelitian menunjukkan bahwa (1) kontrribusi orang tua sebagai kepanjangan tangan guru di sekolah dalam mendampingi anak dalam belajar di rumah. (2) Keterlibatan orang tua dalam menciptakan suasana belajar di rumah sehingga meningkatkan perkembangan kognitif anak.
幼儿认知发展的抽象与父母和家庭环境无关。在家庭环境中,鼓励孩子挖掘、学习和内化人类、宗教、价值观和知识。孩子是父母态度的最佳模仿者,因为孩子的任何活动都与父母有关。席卷印尼的covid-19大流行对社会的所有组成部分都产生了重大影响。教育也不例外。这要求政府实施一种新的生活方式。在面对面进行covid-19学习之前,当这种流行病发生时,使用在线系统(在网络中)进行研究。这种喂养模式使孩子的活动100%呆在家里,因此父母在孩子成长中的作用在认知发展中尤其重要。研究结果表明(1)父母在学校的老师在陪伴孩子在家学习时所付出的努力。(2)参与家庭学习,促进孩子的认知发展。
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引用次数: 0
PENERAPAN MODEL PROBLEM BASED LEARNING (PEMBELAJARAN BERBASIS MASALAH) UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA 基于问题的学习模式的应用,以提高学生批判性思维能力
Pub Date : 2022-09-30 DOI: 10.56997/kurikula.v7i1.706
F. K. Sari
Penelitian ini bertujuan untuk mengetahui pengaruh dari model pembelajaran Problem Based Learning terhadap kemampuan berpikir kritis siswa. Metode penelitian yang digunakan adalah menggunakan control group pretest-posttest design yang menggunakan uji N-Gain untuk menganalisis data kemampuan berpikir kritis siswa. Sampel yang digunakan dalam penelitian ini diperoleh dengan teknik cluster random sampling dari populasi siswa kelas X SMA Negeri 2 Ngawi. Hasil uji N-Gain kelas eksperimen adalah sebesar 0,68 dan berada pada kategori sedang, dan untuk kelas kontrol memiliki nilai N-Gain sebesar 0,53 dan juga berada pada kategori sedang, namun N-Gain kelas eksperimen lebih besar daripada kelas kontrol, sehingga penelitian ini dapat disimpulkan bahwa penerapan model pembelajaran Problem Based Learning (PBL) memiliki pengaruh yang signifikan terhadap kemampuan berpikir kritis siswa.
本研究旨在探讨基于学习问题学习模式对学生批判性思维能力的影响。使用的研究方法是使用控制组预验性设计,使用n -增益测试分析学生批判性思维能力的数据。本研究采用的样本是随机抽样技术从SMA国家2 Ngawi的X班学生中获得的。N-Gain上课是0.68万欧元和实验测试在类别上,为了控制班有价值N-Gain 0.53大小和类别也在正在实验大于四年级,但N-Gain控制,所以这项研究可以得出结论,基于问题的学习模型应用学习(PBL)对学生批判性思维的能力产生了重大的影响。
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引用次数: 1
PENGARUH METODE MUROJA’AH TERHADAP KEMAMPUAN MENGHAFAL AL-QUR’AN JUZ 30 SISWA KELAS V MI AL HIJRAH 01 NGAWI MUROJA - ah方法对30名学生背诵古兰经的能力的影响
Pub Date : 2022-09-30 DOI: 10.56997/kurikula.v7i1.684
I. Wahyudi, U. Hasanah
Kemajuan teknologi yang sangat pesat membuat kehawatiran orang tua terhadap pribadi dan pendidikan anak-anaknya. Adanya kegiatan menghafal Al-Qur’an di Madrasah Ibtidaiyah mampu memecahkan problematika yang ada di masyarakat sehingga menyebabkan motivasi, minat belajar, kemampuan menghafal, prestasi belajar dan ubudiyah anak-anak menjadi berkurang. Metode yang digunakan adalah muroja’ah, metode muroja’ah merupakan metode yang sangat efektif pada program tahfidzul qur’an. Metode penelitian yang digunakan dalam penelitian ini yaitu metode kuantitatif, dengan pendekatan pre-experimental atau eksperimen awal. Tekhnik pengumpulan data berupa ujian lisan yang telah diujikan dan dianalisis menggunakan validitas dan reliabilitas. Hasil penelitian yang diperoleh dari SPSS 22 memberikan pengaruh positif yang signifikan terhadap kemampuan menghafal juz 30. Analisis data awal menggunakan uji normalitas, uji homogenitas dan uji hipotesis menggunakan one way ANOVA. Hasil analisis data dapat disimpulkan bahwa terdapat pengaruh yang signifikan antara metode muroja’ah terhadap peningkatan kemampuan menghafal juz 30, berdasarkan hasil interprestasi hipotesis ANOVA, maka nilai 0,018 ≤ 0,05 dengan persentase peningkatan sebesar 27% terhadap hasil pots-test pada metode muroja’ah, sehingga Ho ditolak dan Ha diterima maka disimpulkan bahwa terdapat pengaruh metode muroja’ah terhadap peningkatan kemampuan menghafal juz 30 siswa kelas V di MI Al Hijrah 01 Ngawi.
科技的惊人进步使父母担心孩子的个人和教育。伊斯兰伊斯兰学校的活动可以解决社会上存在的问题,使儿童的动机、学习兴趣、记忆能力、学习能力和教养能力受到削弱。我们使用的方法是muroja 'ah, muroja 'ah方法是对tahfidzul qur计划非常有效的方法。该研究采用的研究方法是定量方法,采用早期实验方法。使用有效性和可靠性分析口头测试的测试数据收集技术。从SPSS 22获得的研究结果对30岁记忆的能力产生了显著的积极影响。使用规范测试、同质测试和假设测试的初始数据分析使用一种方式ANOVA。数据分析的结果可以得出结论,muroja方法之间有显著的影响,对增加记忆能力'ah见鬼30,根据interprestasi假设ANOVA,价值0.018≤0。05的百分比增加27%的方法对结果pots-test muroja 'ah, Ho和哈拒绝接受因此推断有影响muroja方法对提高记忆能力见鬼'ah 30班的学生V在艾尔米01 Ngawi定居。
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引用次数: 0
PENINGKATAN KEMAMPUAN SENI LUKIS MELALUI KEGIATAN FINGER PAINTING PADA ANAK KELOMPOK B DI RA ARROHIM SUMBERBENING BRINGIN KAPUPATEN NGAWI 绘画艺术通过拉阿罗希的B组儿童手指彩绘活动而提高
Pub Date : 2022-09-30 DOI: 10.56997/kurikula.v7i1.708
E. Setiyowati, Eko Prasetiyo Prasetiyo, Ana Setiyawati
Penelitian ini bertujuan untuk mengetahui kemampuan seni Lukis melalui kegiatan finger painting terhadap anak kelompok B di RA ARROHIM Sumberbening Bringin Kabupaten Ngawi. Penelitian ini menggunakan metode penelitian tindakan kelas dengan subjek Kepala Sekolah RA ARROHIM Sumberbening, Guru RA ARROHIM Sumberbening, Siswa-siswi RA AR-Rohim Sumberbening. Hasil dari penelitian ini anak-anak sangat antusias dalam mengikuti dan senang saat mengerjakan kegiatan ini, sehingga melalui penerapan ini dapat meningkatkan kemampuan anak dalam mengasah seni lukis anak dengan baik. Hal ini dapat dilihat dari keindahan anak dalam melukis dengan finger painting diperoleh pada siklus II 90,9% anak sudah mendapat nilai kategori tinggi, dengan diskripsi anak sudah dapat memenuhi kriteria indikator penilaian yang telah ditentukan, dan siklus satu hanya mencapai 72,7%.
这项研究的目的是通过在Ngawi摄取区B组儿童的手指油漆活动来了解绘画的艺术技巧。本研究采用课堂行为研究方法,对象是校长拉阿罗西姆,校长拉罗西姆是占星家,学生拉阿罗西姆是占星家。这项研究的结果是,孩子们非常渴望在这个活动中跟随和快乐,通过这些应用,可以提高孩子们磨练孩子绘画艺术的能力。从II - 90.9%的绘画绘画中获得的儿童指法的美丽就可以看出,在II - 90.9%的周期中,儿童已获得了高评级值,儿童的解析已经符合既定的评估指标标准,而一个周期仅为72.7%。
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引用次数: 0
PENGEMBANGAN MEDIA PEMBELAJARAN RAMA BERBASIS KINEMASTER PADA MATA PELAJARAN IPA KELAS IV SEKOLAH DASAR 罗摩小学四年级自然科学基础的媒体学习发展
Pub Date : 2022-03-30 DOI: 10.56997/kurikula.v6i2.700
Al Darmono, Dhian Dwi Nur Wenda
ABSTRACT The lack of students' understanding of the food chain material that causes low student learning outcomes this occurs because the learning activities carried out by teachers are still oriented to conventional learning activities. The purpose of this study was to develop Kinemaster-based RAMA learning media. This research method is an R&D (Research and Development) research with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. For data collection, descriptive analysis was used for observation and interview data, while statistical analysis was used for data resulting from validation, practicality and effectiveness in the form of numbers. For media expert validation, a score of 91.87% was obtained with a very valid category, and material experts got a score of 94.37% in a very valid category, the results of product practicality by practitioners obtained a score of 87.5% in a very practical category and for student responses a score was obtained. 96.25% with a very practical category, then the effectiveness data seen from the results of the pre-test and post-test obtained 67.5% before and 81.25% after using the media. Based on these data, there was a significant increase in the pre-test and post-test scores.
学生缺乏对食物链材料的理解,导致学生学习成果低,这是因为教师开展的学习活动仍然以传统的学习活动为导向。本研究的目的是开发基于运动学的RAMA学习媒体。这种研究方法是一种采用ADDIE(分析、设计、开发、实施和评估)模型的R&D(研究与开发)研究。在数据收集上,对观察和访谈数据采用描述性分析,对验证、实用性和有效性的数据采用统计分析,以数字的形式进行。媒体专家验证在非常有效类别得分为91.87%,材料专家在非常有效类别得分为94.37%,从业者的产品实用性结果在非常实用类别得分为87.5%,学生回答得分为1分。96.25%,非常实用的类别,则使用该介质前测和后测结果的有效性数据分别为67.5%和81.25%。根据这些数据,测试前和测试后的分数都有显著的提高。
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引用次数: 0
IMPLEMENTASI BATHSUL MASA’IL DALAM MENINGKATKAN KEMAMPUAN SANTRI MENJAWAB BERBAGAI PERMASALAHAN DI MASYARAKAT 利用baththil在提高SANTRI解决社会问题的能力方面的成就
Pub Date : 2022-03-30 DOI: 10.56997/kurikula.v6i2.702
Eko Prasetiyo, Syaiful Hanif, Afifah Puri Rahmawati
ABSTRACT This study aims to determine the implementation of bathsul masa'il in PP. Arbai Qohhar Jambangan Ngawi and the ability of students to answer various problems in society through bathsul masa'il. This study uses a type of field research (field research) which is descriptive qualitative. The data sources in this study are divided into two, namely primary data (main data) and secondary data. Sources of data are determined by direct appointment of informants who can provide valid and accurate information regarding the topic being researched. While the data collection method or research instrument using observation, interviews and documentation. The data analysis used in this research is data reduction, data presentation, and conclusion drawing/verification. the results of the study show that: (1) Bathsul masa'il can be interpreted as a discussion of several problems that refer to the problem of fiqh. Actually, bathsul masa'il is not much different from deliberation or discussion, it's just that in bathsul masa'il there are people who have different roles and tasks that are not in deliberation or discussion activities, such as moderators, sails, drafting teams, and mushohih. (2) Bathsul masa'il activities in PP. Arbai Qohhar Jambangan Paron Ngawi is a routine activity once a month, to be precise every Sunday night at the beginning of the month. This activity was carried out in the foyer of the cottage mosque. (3) The process of bathsul masa'il activities in PP. Arbai Qohhar is going well. The implementation of this bathsul masa'il goes through various stages, namely: opening, tashowwur problems, delivery of answers, categories of answers, argumentative debates, enlightenment of references, formulation of answers, and ratification. The students of Pondok Arbai Qohhar proved to be able to answer problems through bathsul masa'il. Key Words: Bathsul masa'il, the ability of students, community challenges
摘要:本研究旨在确定在Arbai Qohhar Jambangan Ngawi的PP学校中,学生们通过bathsul masa'il来回答各种社会问题的能力。本研究使用了一种描述定性的实地调查(field research)。本研究的数据来源分为两个,即primary data(主数据)和secondary data。数据的来源是通过直接任命能够提供有关所研究主题的有效和准确信息的线人来确定的。而数据收集方法或研究手段采用观察、访谈和文献。在本研究中使用的数据分析是数据缩减,数据展示和结论的绘制/验证。研究结果表明:(1)Bathsul masa'il可以被解释为对涉及到fiqh问题的几个问题的讨论。实际上,bathsul masa'il与审议或讨论并没有太大的区别,只是在bathsul masa'il中,有些人扮演着不同的角色和任务,而这些角色和任务并不在审议或讨论活动中,比如版主、帆、起草小组和mushohih。(2)在PP. Arbai Qohhar Jambangan Paron Ngawi的Bathsul masa'il活动是每月一次的例行活动,准确地说,是在月初的每个星期天晚上。这项活动是在小屋清真寺的门厅里进行的。(3) PP. Arbai Qohhar的bathsul masa'il活动进展顺利。这一问答的实施经历了不同的阶段,即:开始、解决问题、提供答案、回答的类别、辩论辩论、参考文献的启蒙、回答的制定和批准。Pondok Arbai Qohhar的学生证明能够通过bathsul masa'il来回答问题。关键词:Bathsul masa'il,学生能力,社区挑战
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引用次数: 0
Character Education, Learning Models, Blended Learning 品格教育,学习模式,混合式学习
Pub Date : 2022-03-30 DOI: 10.56997/kurikula.v6i2.621
Tuti Marlina
Pandemi memaksa kalangan pendidik untuk beradaptasi dengan kebiasaan baru dalam melaksanakan proses pembelajaran. Pembelajaran yang semula hanya tatap muka berubah menjadi daring. Hal inilah yang kemudian memunculkan berbagai problem sehingga perlu menerapkan pembelajaran campuran (blended learning). Agar pendidikan sesuai dengan tujuannya, maka dalam proses pembelajaran perlu menanamkan pendidikan karakter. Tujuan penelitian ini adalah untuk membangun sebuah konsep pendidikan karakter berbasis model blended learning. Metode penelitian yang digunakan adalah kualitatif studi literatur dengan hasilnya berbentuk konseptual. Hasil dari penelitian ini menunjukkan bahwa pelaksanaan pendidikan karakter berbasis model blended learning dilakukan dengan cara memodifikasi perangkat pembelajaran (silabus dan RPP) menjadi berbasis karakter. Adapun dalam pelaksanaan pembelajarannya guru perlu mengimplementasikan berbagai teknik mengajar, metode dan media pembelajaran berbasis karakter dan dilaksanakan secara kombinasi (daring-luring). Adapun teknik mengajar yang dimaksud adalah Live Event (Pembelajaran Tatap Muka), Self-Paced Learning (Pembelajaran Mandiri), Collaboration (Kolaborasi), Assessment (Penilaian Atau Pengukuran Hasil Belajar), Performance Support Materials (Dukungan Bahan Belajar), Menyaring Informasi Penting dari Internet. Sedangkan pada metode pembelajaran terdiri dari: Live In, Keteladanan, Keaktifan Siswa (Inquiry Learning), Pencarian Bersama (Information Search), Penemuan (Discovery Learning). Serta media pembelajaran yang terdiri dari perangkat lunak (Web, Video Streaming, Audio dan Media Sosial) dan perangkat keras (CD, Smartphone, Komputer, Laptop, LCD, Alat Praktikum, dll).
大流行迫使教育工作者适应适应新实践的学习过程。最初面对面的学习变成了在线。这导致了各种各样的问题,因此需要应用混合学习。为了使教育符合其目的,在学习过程中需要灌输性格教育。本研究的目的是建立一种以模式混合学习为基础的性格教育的概念。所使用的研究方法是定性的文献研究,其结果是概念性的。本研究的结果表明,以融入学习为基础的角色教育是通过将学习设备(教学大纲和RPP)修改为性格基础而进行的。至于实现教学,教师需要运用各种以性格为基础的教学技术、方法和学习媒介,并结合进行。至于教学技术,它指的是面对面的学习、自我实现的学习、合作、成绩支持,从互联网上筛选重要信息。而学习方法包括:活的、模范的、活化的学生、集体搜索(信息搜索)、发现(发现)。以及软件学习媒体(Web、流媒体、音频和社交媒体)和硬件(CD、智能手机、电脑、笔记本电脑、液晶、应用程序等)。
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引用次数: 0
GOOGLE MEET APPLICATION AS A TEACHING LEARNING PROCESS MEDIA 谷歌满足应用程序作为教学学习过程的媒介
Pub Date : 2022-03-30 DOI: 10.56997/kurikula.v6i2.630
I. Wahyudi
ABSTRACT: This study investigates Google Meet application to be used as a teaching learning process in Institute Agama Islam Ngawi, the research design of this study qualitative approach and the research was A case study. The participants of the study were lecturers and students in Institut Agama Islam Ngawi. The result of this study Google Meet could be used as alternative media to teaching learning process during pandemic Covid - 19 although it was going quite difficult because the tools were not prepared and checked. 
摘要:本研究考察谷歌Meet应用程序在Agama Islam Ngawi研究所作为教学学习过程的应用,本研究采用定性方法设计研究,并以个案研究为研究对象。这项研究的参与者是Agama Islam Ngawi研究所的讲师和学生。这项研究的结果谷歌Meet可以作为Covid - 19大流行期间教学学习过程的替代媒体,尽管由于工具没有准备和检查,这相当困难。
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引用次数: 0
UPAYA MENINGKATKAN KECERDASAN VISUAL SPASIAL MELALUI KEGIATAN MELUKIS PADA MEDIA TALENAN KELOMPOK B TK PGRI 3 NGAWI DESA MANGUNHARJO KECAMATAN NGAWI KABUPATEN NGAWI TAHUN PELAJARAN 2021/2022 尝试通过绘画媒体砧板B TK PGRI 3 NGAWI village MANGUNHARJO jalan NGAWI village 2021/2022年教训
Pub Date : 2022-03-30 DOI: 10.56997/kurikula.v6i2.701
U. Binsa, Syarifatud Diyanah Diyanah
ABSTRACT : Education for early childhood is increasingly popular. Parents increasingly feel the importance of providing education to their children from an early age and compete to provide the best educational facilities for their children. These developments encourage the growth of preschool educational institutions or better known as Kindergarten schools. Visual-spatial intelligence is an intelligence possessed by a person to understand something by visualizing it using the sense of sight in the form of shape, color, and space and the result of that vision is that one of the children can paint it perfectly on a blank paper. The purpose of this study was to determine the visual-spatial intelligence of children in Group B in PGRI 3 Ngawi Kindergarten and efforts to improve visual-spatial intelligence through painting activities on the cutting board of Group B in PGRI 3 Ngawi Kindergarten. The approach used in this research is a qualitative approach where data is collected by interview, observation and documentation methods. Sources of information from this study were the Principal and Teachers of Group B TK PGRI 3 Ngawi. The results of this study are presented in the form of sentences, not in the form of numbers. The data analysis technique used in this research is observation and conclusion drawing. Based on the results of the study, painting activities using cutting boards can improve visual-spatial intelligence in children in TK PGRI 3 Ngawi, this can be seen in the increase in each cycle. Achievement in the pre-cycle percentage is 75% in the undeveloped category and only a few children are in the starting to develop the category. And after taking action during the first cycle, the score for increasing children's visual-spatial intelligence increased to 50% of children starting to develop and 25% of children developing as expected. Furthermore, in the second cycle, which was carried out by carrying out painting activities using a cutting board, there was an increase in children's visual-spatial intelligence to 50% with the category developing as expected and 25% with the category developing very well.
摘要:幼儿教育越来越受欢迎。父母们越来越感觉到从小给孩子提供教育的重要性,并竞相为他们的孩子提供最好的教育设施。这些发展促进了学前教育机构或更广为人知的幼儿园学校的发展。视觉空间智能是指一个人通过视觉将事物以形状、颜色和空间的形式形象化来理解事物的一种智能,这种视觉的结果是其中一个孩子可以在一张白纸上完美地画出它。本研究的目的是确定PGRI 3 Ngawi幼儿园B组儿童的视觉空间智能,并通过在PGRI 3 Ngawi幼儿园B组的砧板上进行绘画活动来提高视觉空间智能。本研究使用的方法是定性方法,通过访谈,观察和文献方法收集数据。本研究的资料来源是B组TK PGRI 3的校长和教师Ngawi。这项研究的结果是以句子的形式呈现的,而不是以数字的形式。本研究使用的数据分析技术是观察和得出结论。根据研究结果,使用砧板的绘画活动可以提高TK PGRI 3 Ngawi儿童的视觉空间智能,这可以从每个周期的增加中看出。在未开发类别中,周期前的成就百分比为75%,只有少数儿童处于开始开发类别。在第一个周期采取行动后,提高儿童视觉空间智力的得分增加到50%的儿童开始发展,25%的儿童发展如预期。此外,在第二个循环中,通过使用砧板进行绘画活动,儿童的视觉空间智能增加了50%,类别发展如预期,类别发展得很好,增加了25%。
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Kurikula : Jurnal Pendidikan
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