Pub Date : 2019-07-01DOI: 10.29408/GOLDENAGE.V3I01.1436
Muslihatul Maulidian, S. Suhirman, Z. Ramdani
This research was based on the students tack to recognize the word in learning. This study aims to improve the ability of word recognition through drawing card games using the cantol roudhoh method in group B TK Mahkota Selong in the 2017/2018 academic year. This type of research was Classroom Action Research which is a teacher who plays a direct role in the learning process. The subjects of this study were students of group B TK Mahkota Selong in the academic Year 2017/2018 consisting 25 student. While the object of this research was the application of cantol roudhoh method in improving the ability of word recognition through flashcard games in group B TK Mahkota Selong. Based on the results of the study, the average percentage of the ability of word recognition in group B TK Mahkota Selong before treatment was 33% for the alternative answer "Yes" with the category "Low". After taking action in cycle I with the application of the Cantol Roudhoh method, the ability to recognize words in students increased to 56% for the alternative answer "Yes" with the category "Medium". As for the improvement in cycle II the ability to recognize words in students increased to 78% for alternative answers "Yes" with the category "Good" which means there was increased. In cycle III 95% for alternative answers "Yes" with the category "Very Good".
{"title":"Permainan Kartu Gambar Dengan Metode Cantol Roudhoh Di Kelompok B TK Mahkota Selong","authors":"Muslihatul Maulidian, S. Suhirman, Z. Ramdani","doi":"10.29408/GOLDENAGE.V3I01.1436","DOIUrl":"https://doi.org/10.29408/GOLDENAGE.V3I01.1436","url":null,"abstract":"This research was based on the students tack to recognize the word in learning. This study aims to improve the ability of word recognition through drawing card games using the cantol roudhoh method in group B TK Mahkota Selong in the 2017/2018 academic year. This type of research was Classroom Action Research which is a teacher who plays a direct role in the learning process. The subjects of this study were students of group B TK Mahkota Selong in the academic Year 2017/2018 consisting 25 student. While the object of this research was the application of cantol roudhoh method in improving the ability of word recognition through flashcard games in group B TK Mahkota Selong. Based on the results of the study, the average percentage of the ability of word recognition in group B TK Mahkota Selong before treatment was 33% for the alternative answer \"Yes\" with the category \"Low\". After taking action in cycle I with the application of the Cantol Roudhoh method, the ability to recognize words in students increased to 56% for the alternative answer \"Yes\" with the category \"Medium\". As for the improvement in cycle II the ability to recognize words in students increased to 78% for alternative answers \"Yes\" with the category \"Good\" which means there was increased. In cycle III 95% for alternative answers \"Yes\" with the category \"Very Good\".","PeriodicalId":422278,"journal":{"name":"Jurnal Golden Age","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121844286","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-01DOI: 10.29408/GOLDENAGE.V3I01.1434
Mhd Habibu Rahman
This paper presents the application of the consideration learning model and the importance of planting character to children from an early age. The consideration learning model is a learning model that emphasizes attitudes as a result of learning and the process of changing beliefs, attitudes and values towards a better direction. This study aims to find out the application of the consideration model of learning in early childhood, and what methods are used by teachers to instill the character of early childhood. Sources of data in this study include principals, class teachers, and children. Data collection is done by observation, interviews, and documentation. Data analysis is done by data reduction, data presentation, and conclusion drawing. Based on the results of the study it can be concluded that the consideration learning model applied at RA Al-Washliyah Kisaran Asahan Regency is to treat each child with respect, stay away from authoritarianism, create togetherness, help each other, respect each other. Planting characters using the method of storytelling, role playing, exemplary, and habituation
{"title":"Implementasi Model Pembelajaran Konsiderasi Sebagai Upaya Penanaman Karakter Anak Di RA Al-Washliyah Kisaran Kabupaten Asahan","authors":"Mhd Habibu Rahman","doi":"10.29408/GOLDENAGE.V3I01.1434","DOIUrl":"https://doi.org/10.29408/GOLDENAGE.V3I01.1434","url":null,"abstract":"This paper presents the application of the consideration learning model and the importance of planting character to children from an early age. The consideration learning model is a learning model that emphasizes attitudes as a result of learning and the process of changing beliefs, attitudes and values towards a better direction. This study aims to find out the application of the consideration model of learning in early childhood, and what methods are used by teachers to instill the character of early childhood. Sources of data in this study include principals, class teachers, and children. Data collection is done by observation, interviews, and documentation. Data analysis is done by data reduction, data presentation, and conclusion drawing. Based on the results of the study it can be concluded that the consideration learning model applied at RA Al-Washliyah Kisaran Asahan Regency is to treat each child with respect, stay away from authoritarianism, create togetherness, help each other, respect each other. Planting characters using the method of storytelling, role playing, exemplary, and habituation","PeriodicalId":422278,"journal":{"name":"Jurnal Golden Age","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115068206","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study aims to produce a learning media Dekak-Dekak Geometric to introduce geometric shapes in group A TK Islam Assa’adah NW Kelayu developmental. This development research used the Borg and Gall development model which is carried out in five stages, the needs analysis, the product development and analysis, the product revision, the field testing phase, and the final product revision. The results of this study indicate that the product developed, dekak-dekak geometry was suitable for learning process. Based on the results of the validation of media, dekak-dekak geometry categorized as "good" with a total score of 38 in the range of scores 37. 398
{"title":"Dekak-Dekak Geometri, Media Pembelajaran Untuk Mengenalkan Bentuk Geometri Pada Anak Kelompok A","authors":"Mahda Novita Hapsari, Baiq. Shofa Ilhami, Yulia Agustina","doi":"10.29408/GOLDENAGE.V3I01.1433","DOIUrl":"https://doi.org/10.29408/GOLDENAGE.V3I01.1433","url":null,"abstract":"This study aims to produce a learning media Dekak-Dekak Geometric to introduce geometric shapes in group A TK Islam Assa’adah NW Kelayu developmental. This development research used the Borg and Gall development model which is carried out in five stages, the needs analysis, the product development and analysis, the product revision, the field testing phase, and the final product revision. The results of this study indicate that the product developed, dekak-dekak geometry was suitable for learning process. Based on the results of the validation of media, dekak-dekak geometry categorized as \"good\" with a total score of 38 in the range of scores 37. 398 <X ≤ 46. 194. While the results of material expert validation got the category of \"pretty good\" with a total score of 30 in the range of 26.04 <X ≤ 33.96. Based on the results of field trials obtained data of students who get Very Good criteria as many as 9 people, students who get Good criteria as many as 5 people, students who get Enough criteria as many as 1 person, and students who get less criteria as many as 2 people. Student activity data shows that student learning activities are in the \"active\" category with an average score of 46.411. Based on the results of these studies it can be concluded that the media development products of Dekak-Dekak Geometric media to introduce geometric shapes in children are suitable for use in school learning","PeriodicalId":422278,"journal":{"name":"Jurnal Golden Age","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130518509","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-01DOI: 10.29408/GOLDENAGE.V3I01.1354
Farlina Hardianti
Penelitian ini bertujuan: (1) untuk mengetahui alat permainan edukatif scrabble yang layak terhadap kemampuan membaca permulaan anak kelompok B, dan (2) untuk mengetahui keefektifan alat permainan edukatif scrabble terhadap kemampuan membaca permulaan anak kelompok B. Penelitian ini menggunakan model Borg & Gall. Desain pengembangan tersebut disimpulkan menjadi tiga langkah umum, yang meliputi: (1) studi pendahuluan, (2) proses pengembangan, dan (3) uji coba produk. Subjek penelitian adalah anak kelompok B TK ABA Teros. Pengumpulan data menggunakan pedoman wawancara, lembar validasi, angket penilaian guru, dan lembar observasi. Teknik analisis data menggunakan paired sample t-test dengan taraf signifikansi 0,05. Hasil penelitian menunjukkan bahwa produk yang dikembangkan efektif. Terdapat perbedaan hasil akhir antara hasil sebelum diberi perlakuan dengan sesudah diberi perlakuan menggunakan alat permainan edukatif scrabbel dengan p < 0,05 kemudian terjadi peningkatan yang signifikan dengan p = 0,000
本研究的目的是:(1)了解B组幼儿早期阅读能力的有效的教学拼字游戏游戏工具;(2)了解B组儿童早期阅读能力的教育拼字游戏工具的有效性;本研究采用了Borg & Gall模式。开发设计总结为三个常见步骤,包括:(1)初步研究,(2)开发过程,(3)产品试验。研究对象是B TK ABA Teros儿童。数据收集使用面试指导方针、验证表、教师评估量表和观察表。数据分析技术采用了具有0.05显著性的微量体t测试paired t-test。研究结果表明,开发的产品是有效的。在接受治疗前的结果和使用智能拼字游戏的p < 0.05后的结果是有区别的
{"title":"Alat Permainan Edukatif Scrabble Untuk Meningkatkan Kemampuan Membaca Permulaan Anak Kelompok B","authors":"Farlina Hardianti","doi":"10.29408/GOLDENAGE.V3I01.1354","DOIUrl":"https://doi.org/10.29408/GOLDENAGE.V3I01.1354","url":null,"abstract":"Penelitian ini bertujuan: (1) untuk mengetahui alat permainan edukatif scrabble yang layak terhadap kemampuan membaca permulaan anak kelompok B, dan (2) untuk mengetahui keefektifan alat permainan edukatif scrabble terhadap kemampuan membaca permulaan anak kelompok B. Penelitian ini menggunakan model Borg & Gall. Desain pengembangan tersebut disimpulkan menjadi tiga langkah umum, yang meliputi: (1) studi pendahuluan, (2) proses pengembangan, dan (3) uji coba produk. Subjek penelitian adalah anak kelompok B TK ABA Teros. Pengumpulan data menggunakan pedoman wawancara, lembar validasi, angket penilaian guru, dan lembar observasi. Teknik analisis data menggunakan paired sample t-test dengan taraf signifikansi 0,05. Hasil penelitian menunjukkan bahwa produk yang dikembangkan efektif. Terdapat perbedaan hasil akhir antara hasil sebelum diberi perlakuan dengan sesudah diberi perlakuan menggunakan alat permainan edukatif scrabbel dengan p < 0,05 kemudian terjadi peningkatan yang signifikan dengan p = 0,000","PeriodicalId":422278,"journal":{"name":"Jurnal Golden Age","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123552925","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-30DOI: 10.29408/GOLDENAGE.V3I01.1336
Made Vina Arie Paramitha, Panggung Sutapa
This study aimed to: (1) develop a circuit-based learning model appropriate to early childhood development, and (2) to know the effectiveness of the application of circuit-based learning model to the children's fine motor at the age of 4-5 years. This type of research is Research and Development. This type of research is research and development (R & D). Research subjects in this study were children aged 4-5 years. The technique and instrument of data collection is by using interview, observation sheet and validation sheet or questionnaire. The data analysis technique of effectiveness test used is by nonparametric statistic analysis Wilcoxon test or sign test. The Result of Developing a Game Based Learning Model The Circuit contains steps in which it consists of several game activity postings, and is documented in the form of CDs and instructional instruction manuals. Learning steps consisting of preliminary activities, warm-up activities, core activities (circuit play), and end activities (cooling). The results of validation by experts and also teachers found that the products developed into the category of "good". The development of circuit-based learning model is declared effective in improving children's fine motor
{"title":"Pengembangan Model Pembelajaran Berbasis Permainan Sirkuit Untuk Meningkatkan Motorik Halus Anak Usia 4-5 Tahun","authors":"Made Vina Arie Paramitha, Panggung Sutapa","doi":"10.29408/GOLDENAGE.V3I01.1336","DOIUrl":"https://doi.org/10.29408/GOLDENAGE.V3I01.1336","url":null,"abstract":"This study aimed to: (1) develop a circuit-based learning model appropriate to early childhood development, and (2) to know the effectiveness of the application of circuit-based learning model to the children's fine motor at the age of 4-5 years. This type of research is Research and Development. This type of research is research and development (R & D). Research subjects in this study were children aged 4-5 years. The technique and instrument of data collection is by using interview, observation sheet and validation sheet or questionnaire. The data analysis technique of effectiveness test used is by nonparametric statistic analysis Wilcoxon test or sign test. The Result of Developing a Game Based Learning Model The Circuit contains steps in which it consists of several game activity postings, and is documented in the form of CDs and instructional instruction manuals. Learning steps consisting of preliminary activities, warm-up activities, core activities (circuit play), and end activities (cooling). The results of validation by experts and also teachers found that the products developed into the category of \"good\". The development of circuit-based learning model is declared effective in improving children's fine motor","PeriodicalId":422278,"journal":{"name":"Jurnal Golden Age","volume":"176 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129529817","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-31DOI: 10.29408/goldenage.v2i02.1100
Irul Khotijah
Penelitian ini bertujuan untuk memperbaiki proses dan hasil pembelajaran sebagai upaya meningkatkan kemandirian anak melalui pembelajaran practical life pada anak kelompok A di TK MTA Munggur. Subjek penelitian adalah anak-anak kelompok A, TK MTA Munggur yang berjumlah 18 anak, terdiri dari 11 anak laki-laki dan 7 anak perempuan. Teknik pengumpulan data yaitu observasi dan dokumentasi. Instrumen yang digunakan adalah lembar observasi anak dan lembar observasi aktivitas guru selama proses pembelajaran. Data yang terkumpul dianalisis secara deskriptif kualitatif dan kuantitatif. Indikator keberhasilan dari penelitian ini adalah apabila persentase kemandirian anak mencapai ≥75%.Hasil penelitian menunjukkan bahwa, terjadi peningkatan kemandirian anak secara keseluruhan dari pratindakan, kriteria Mulai Berkembang (MB) ada sembilan anak dengan persentase 50%, kriteria Berkembang Sesuai Harapan (BSH) ada 4 anak dengan persentase 22,23%, kriteria Berkembang Sangat Baik (BSB) ada 5 anak dengan persentase 27,78%. Rerata pada pratindakan adalah 75,33 dengan persentase 55,39%. Pada siklus I kriteria Mulai Berkembang (MB) ada 1 anak dengan persentase 5,56%, kriteria Berkembang Sesuai Harapan (BSH) ada 5 anak dengan persentase 27,78%, kriteria Berkembang Sangat Baik (BSB) ada 12 anak dengan persentase 66,67%. Rerata pada siklus I adalah 98,70 dengan persentase 72,58%. Pada siklus II kriteria Berkembanng Sangat Baik (BSH) ada 3 anak dengan persentase 16,67%, kriteria BSB ada 15 anak dengan persentase 83,34%. Rerata pada siklus II adalah 113,04 dengan persentase 83,33%.
本研究旨在改进学习过程和结果,以通过幼儿园MTA Munggur的实践生活提高儿童自力更生的实践生活。研究对象是由11个男孩和7个女孩组成的A组的孩子,TK MTA Munggur有18个孩子。数据收集技术是观察和记录。使用的工具是儿童观察表和教师在学习过程中的活动观察表。收集的数据是经过描述性定性和定量分析的。研究的成功是当孩子自力更生的百分比指标达到≥75%。研究结果显示,孩子们的产前自立率有所增加,标准开始增长(MB)有9个孩子的比例为50%,发展标准为4个孩子的2223%,发展标准为5个孩子的比例为277.78%。praact的平均数字是75.33,百分比是55.39%。在I周期中,标准开始增长(MB)一个孩子的数量为5.56%,根据预期(BSH)有5个孩子的数量为277.78%,发展标准非常好(BSB)是66.67%的12个孩子。I循环的平均值是98.70,百分比是72.58%。在第二周期中,发展标准非常好(BSH)有3个孩子的比率为16.67%,BSB的标准是15个孩子的百分比为83.34%。II周期的平均值为113.04,百分比为83.33%。
{"title":"Peningkatan Kemandirian Anak Melalui Pembelajaran Practical Life","authors":"Irul Khotijah","doi":"10.29408/goldenage.v2i02.1100","DOIUrl":"https://doi.org/10.29408/goldenage.v2i02.1100","url":null,"abstract":"Penelitian ini bertujuan untuk memperbaiki proses dan hasil pembelajaran sebagai upaya meningkatkan kemandirian anak melalui pembelajaran practical life pada anak kelompok A di TK MTA Munggur. Subjek penelitian adalah anak-anak kelompok A, TK MTA Munggur yang berjumlah 18 anak, terdiri dari 11 anak laki-laki dan 7 anak perempuan. Teknik pengumpulan data yaitu observasi dan dokumentasi. Instrumen yang digunakan adalah lembar observasi anak dan lembar observasi aktivitas guru selama proses pembelajaran. Data yang terkumpul dianalisis secara deskriptif kualitatif dan kuantitatif. Indikator keberhasilan dari penelitian ini adalah apabila persentase kemandirian anak mencapai ≥75%.Hasil penelitian menunjukkan bahwa, terjadi peningkatan kemandirian anak secara keseluruhan dari pratindakan, kriteria Mulai Berkembang (MB) ada sembilan anak dengan persentase 50%, kriteria Berkembang Sesuai Harapan (BSH) ada 4 anak dengan persentase 22,23%, kriteria Berkembang Sangat Baik (BSB) ada 5 anak dengan persentase 27,78%. Rerata pada pratindakan adalah 75,33 dengan persentase 55,39%. Pada siklus I kriteria Mulai Berkembang (MB) ada 1 anak dengan persentase 5,56%, kriteria Berkembang Sesuai Harapan (BSH) ada 5 anak dengan persentase 27,78%, kriteria Berkembang Sangat Baik (BSB) ada 12 anak dengan persentase 66,67%. Rerata pada siklus I adalah 98,70 dengan persentase 72,58%. Pada siklus II kriteria Berkembanng Sangat Baik (BSH) ada 3 anak dengan persentase 16,67%, kriteria BSB ada 15 anak dengan persentase 83,34%. Rerata pada siklus II adalah 113,04 dengan persentase 83,33%.","PeriodicalId":422278,"journal":{"name":"Jurnal Golden Age","volume":"336 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134125996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-31DOI: 10.29408/goldenage.v2i02.1023
Baiq. Shofa Ilhami, Mulianah Khaironi
Penelitian ini bertujuan untuk mendeskripsikan kondisi awal pembelajaran pengembangan kemampuan motorik kasar anak di daerah sentral budaya Kecamatan Sakra Barat Kabupaten Lombok Timur., merancang langkah-langkah joyfull learning melalui penerapan permainan tradisional Sasak dalam meningkatkan kemampuan motorik kasar anak di daerah sentral budaya Kecamatan Sakra Barat Kabupaten Lombok Timur. Penelitian ini adalah penelitian pengembangan dengan subjek penelitian anak-anak usia 5-6 tahun pada Lembaga Pendidikan Anak Usia Dini Kecamatan Sakra Barat, diantaranya: TK Negeri Pembina Sakra Barat, PAUD Pade Angen Tenges-Enges, dan PAUD Islahul Ummah. Adapun peubah yang diamati/diukur dalam penelitian ini adalah perkembangan kemampuan motorik kasar anak usia 5-6 tahun melalui penerapan langkah-langkah joyfull learning berbasis permainan tradisional Sasak. Teknik pengumpulan data menggunakan teknik observasi dan teknik dokumentasi. Adapaun analisis data yang digunakan berdasarkan tahapan penelitian ini, yaitu analisisis deskriptif kuantitatif dan analisis data kualitatif. Hasil penelitian menunjukkan adanya peningkatan kemampuan motorik kasar anak dengan skor x 53 pada kategori sedang sebelum menerapkan joyfull learning dan 63 pada kategori tinggi setelah menerapkan joyfull learning berbasis permainan tradisional sasak.
{"title":"Pelaksanaan Joyfull Learning Berbasis Permainan Tradisional Sasak Untuk Meningkatkan Motorik Kasar Anak Usia 5-6 Tahun","authors":"Baiq. Shofa Ilhami, Mulianah Khaironi","doi":"10.29408/goldenage.v2i02.1023","DOIUrl":"https://doi.org/10.29408/goldenage.v2i02.1023","url":null,"abstract":"Penelitian ini bertujuan untuk mendeskripsikan kondisi awal pembelajaran pengembangan kemampuan motorik kasar anak di daerah sentral budaya Kecamatan Sakra Barat Kabupaten Lombok Timur., merancang langkah-langkah joyfull learning melalui penerapan permainan tradisional Sasak dalam meningkatkan kemampuan motorik kasar anak di daerah sentral budaya Kecamatan Sakra Barat Kabupaten Lombok Timur. Penelitian ini adalah penelitian pengembangan dengan subjek penelitian anak-anak usia 5-6 tahun pada Lembaga Pendidikan Anak Usia Dini Kecamatan Sakra Barat, diantaranya: TK Negeri Pembina Sakra Barat, PAUD Pade Angen Tenges-Enges, dan PAUD Islahul Ummah. Adapun peubah yang diamati/diukur dalam penelitian ini adalah perkembangan kemampuan motorik kasar anak usia 5-6 tahun melalui penerapan langkah-langkah joyfull learning berbasis permainan tradisional Sasak. Teknik pengumpulan data menggunakan teknik observasi dan teknik dokumentasi. Adapaun analisis data yang digunakan berdasarkan tahapan penelitian ini, yaitu analisisis deskriptif kuantitatif dan analisis data kualitatif. Hasil penelitian menunjukkan adanya peningkatan kemampuan motorik kasar anak dengan skor x 53 pada kategori sedang sebelum menerapkan joyfull learning dan 63 pada kategori tinggi setelah menerapkan joyfull learning berbasis permainan tradisional sasak.","PeriodicalId":422278,"journal":{"name":"Jurnal Golden Age","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134450837","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-31DOI: 10.29408/goldenage.v2i02.1074
Ajeng Rizki Safira
Minat membaca merupakan hal yang penting bagi seorang anak untuk perkembangan kemampuannya dimasa depan. Minat baca di Indonesia masih tergolong rendah terlebih pada keluarga dengan sosio ekonomi rendah, sehingga membutuhkan suatu program yang dapat meningkatkan minat baca pada anak. Melalui intervensi keluarga melek huruf “ Family Literacy ” dapat meningkatkan minat membaca anak yang dimulai dari lingkungan keluarga termasuk orang tua. Tiga manfaat dari adanya “ Family Literacy ”, pertama, minat baca anak meningkat, kedua, keterampilan keaksaraan orang tua meningkat dan kebiasaan mereka membaca meningkat, dan ketiga ialah keluarga terlibat dalam perilaku membaca. Sehingga “ Family Literacy ” merupakan suatu solusi yang dapat memperbaiki kondisi minat membaca anak yang ada di Indonesia untuk meningkatkan kebiasaan membaca keluarga dengan sosioekonomi rendah di Indonesia.
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Pub Date : 2018-12-31DOI: 10.29408/goldenage.v2i02.1045
Fransiska Fransiska
Penelitian ini bertujuan untuk meningkatkan kemampuan kosakata bahasa Dayak Desa melalui media flashcard pada siswa kelompok B (5-6 tahun) di TK Buah Rindang Desa Umin Jaya Kecamatan Dedai Kabupaten Sintang. Bentuk penelitian ini menggunakan desain Penelitian Tindakan Kelas (PTK) yang terdiri dari dua sikus. Penelitian dilaksanakan pada 17 siswa kelompok B (5-6 tahun) di TK Buah Rindang Desa Umin Jaya Kecamatan Dedai Kabupaten Sintang. Teknik pengumpulan data menggunakan teknik observasi, wawancara, tes dan dokumentasi. Hasil penelitian menunjukkan bahwa rata-rata kemampuan kosakata bahasa Dayak Desa pada siklus I sebesar 65,43%. Hal ini membuktikan bahwa kemampuan kosakata bahasa Dayak Desa dengan menggunakan media flashcard belum meningkat secara optimal. Sedangkan pada siklus II anak mengalami peningkatan yang signifikan dengan hasil sebesar 84,18%. Peningkatan dari siklus I ke siklus II terjadi sebesar 18,75%. Berdasarkan hasil penelitian tersebut maka dapat ditarik kesimpulan bahwa media flashcard dapat meningkatkan kemampuan kosakata bahasa Dayak Desa pada siswa kelompk B (5-6 tahun) di TK Buah Rindang Desa Umin Jaya Kecamatan Dedai Kabupaten Sintang
本研究旨在通过媒体flash卡提高达亚克村的词汇能力,提高6 -6岁的学童在丹丹摄政学区的B组(5-6岁)。这种研究形式使用由两个周期组成的课堂动作研究(PTK)设计。这项研究是针对17名B组学生(5-6岁)在丹唐摄政区乌民雅雅村(Umin Jaya Dedai village)的阴凉村进行的。数据收集技术采用观察技术、采访、测试和文档。研究表明,在I循环中,达亚克语词汇的平均水平为65.43%。这证明,使用抽认卡媒体的达雅克村词汇能力还没有得到最优的提高。然而,在II周期中,儿童的数量显著增加,收效率为84.18%。从I循环增加到II周期的增加增加了18.75%。根据这项研究,我们可以得出这样的结论:flashcard媒体可以提高社会学生Dayak B的词汇能力(5-6年),这种词汇在Sintang摄政学区Umin Jaya street detang选区
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Pub Date : 2018-12-31DOI: 10.29408/goldenage.v2i02.1033
Nika Cahyati
Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media audio visual terhadap karakter tanggung jawab anak usia 5-6 tahun. Jenis penelitian yang digunakan adalah kuasi eksperimen, dengan desain penelitian yaitu pretest-posttest nonequevalent control grup design. Populasi dalam penelitian ini adalah seluruh anak kelompok B TK PERTIWI Kuningan, sampel pada penelitian ini adalah dua kelas B TK Pertiwi Kuningan yaitu kelas B2 dan B6, pengambilan sampel menggunakan teknik cluster random sampling. Teknik pengumpulan data menggunakan observasi dengan instrumen pengumpulan data menggunakan lembar observasi. Teknik analisis yang digunakan adalah menggunakan analisis varians (ANOVA) dengan bantuan program SPSS 20 for windows, pada taraf signifikansi 0,05. Hasil penelitian adalah terdapat pengaruh media audio visual terhadap karakter tanggung jawab anak usia 5-6 tahun dibuktikan dengan analisis ANOVA dengan nilai signifikansi yakni 0,000 pada taraf signifikansi 0,05.
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