3,857 research outputs found

    May I have some more time to play, please? : An Exploration of Javanese Indonesian Children’s Happiness

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    Happiness was defined as a positive emotional state that is subjectively perceived individuals. This study is aimed to identify what factors which contribute to child’s happiness in Java, Indonesia. This research is very important considering the concept of happiness from a child's perspective is rarely studied. This study used an open ended question to 51 young Javanese Indonesian children 3-5 year-old and they answered individually. Children were asked a single question “what makes you happy most?”. The study was done in Java, Indonesia. The data were screened by using content analysis for the presence of statement revealing factors or source perceived as contributing to child happiness. The result showed that the most response mentioned by Javanese children is: have more time to play and given toys. This response was followed by other responses such as food and drink, hobbies, learning activity in school, indoor and outdoor activity in leisure time, material things, and people. In addition to the result, this study also found  that age and gender differences in what children perceive to make them happy. This result is clearly different from western study result. The study confirms a theory on the child development about the importance of daily interactions in children usual context. Keywords: children, happiness, age, gender

    Analysis on Early Childhood Sexual Abuse and the Implications in Islamic Education

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    Fulfillment of children\u27s rights has been a concern of Indonesia stated in the ratification of the Convention on the Rights of the Child and Act No. 23 of 2002 on Child Protection. However, violence against children is increasing each year. The most dominant violence emerged in recent years is sexual abuse committed against children aged 5 to 11 years, and the perpetrators of sexual abuse are close with the children. Concern about cases of sexual abuse in early childhood and their impact, should be followed by an effort to develop a variety of approaches and methods of sex education in accordance with religious and cultural values in which children live

    Spartan Daily, November 10, 1997

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    Volume 109, Issue 51https://scholarworks.sjsu.edu/spartandaily/9198/thumbnail.jp

    ANALYSIS ON EARLY CHILDHOOD SEXUAL ABUSE AND THE IMPLICATIONS IN ISLAMIC EDUCATION

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    Fulfillment of children's rights has been a concern of Indonesia stated in the ratification of the Convention on the Rights of the Child and Act No. 23 of 2002 on Child Protection. However, violence against children is increasing each year. The most dominant violence emerged in recent years is sexual abuse committed against children aged 5 to 11 years, and the perpetrators of sexual abuse are close with the children. Concern about cases of sexual abuse in early childhood and their impact, should be followed by an effort to develop a variety of approaches and methods of sex education in accordance with religious and cultural values in which children live.  

    Analysis of Assessment Results of Cerebral Palsy Children with Barriers to Complex Communication Needs

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    This study describes the analysis of assessment results in cerebral palsy children with barriers to complex communication needs. The assessment used is a developmental assessment on motor, cognitive, and language aspects. The research was conducted using qualitative descriptive research. Based on the results of assessments conducted on cerebral palsy children with complex communication needs barriers, a child profile related to the child's potential, obstacles, and needs can be formulated. Where the child's profile is useful for designing communication programs for complex communication needs children so that it can help them communicate both using expressive language and receptive language. Keywords: analysis of assessment results, cerebral palsy, complex communication need

    The Utilization of Flashcards in Children Information Literacy Development

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    A Flashcard is one of the media to develop student information literacy in which its application includes activities of analyzing, writing and telling stories. Storytelling is a process of reading that is useful to increase the courage to appear in public. This research used descriptive method. For preliminary research, we used experiments, making flash cards as learning media for elementary students. After that, the students were interviewed. The results of this study indicate that students are very enthusiastic to start a flashcard game that they think is fun. The benefits of a flashcard game include improving language skills, increasing the ability to compose stories, remembering and memorizing, analyzing a problem, and enriching vocabulary. Apart from the cognitive side, the benefits of a flashcard game can also increase self-confidence, develop good and effective communication, and enhance creativity. The concept of a flashcard is a learning medium by playing. The advantages of flashcards include fun learning media, and simple and attractive shapes as they are pictorial and colorful

    The Role of Jump Rope Game in Developing Early Childhood Cooperation Skills

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    Purpose – The proliferation of modern games has gradually eroded the existence of traditional games rich in essential cooperation values for children from an early age. This research aims to analyze the traditional jump rope game as a means to develop early childhood cooperation skills, amidst the prevalence of modern games that emphasize individualism. Design/methods/approach – This research employs a qualitative approach through a case study. Data collection involves observation, interviews, and documentation. The data analysis technique used follows Miles and Huberman's concept, including data reduction, data presentation, and conclusion drawing. The research informants consist of five parents of children aged 5-6 years, with three boys and two girls as research subjects. Data validity is ensured through source triangulation. Findings – The jump rope game, commonly known as "lompat karet" due to the use of rubber as the rope in Dukuh Sewelut, demonstrates various positive attributes related to early childhood cooperation skills and positive effects on children's cooperative abilities. Research implications/limitations – This research has limitations, and its results are not intended to provide general conclusions. However, it is expected that this research can be used to understand similar phenomena. Practical implications – The findings of this research are expected to enhance our understanding of the importance of traditional jump rope games in building and nurturing early childhood cooperation skills. Originality/value – Future research will delve into traditional games that can enhance self-regulation skills in children and explore the deeper negative impacts of traditional games.   Paper type Case stud

    THE EFFECT OF THE DURATION OF GADGET PLAYING ON THE EMOTIONAL DEVELOPMENT OF CHILDREN IN THE KIDS ROOM OF MOJOWARNO KRISTEN HOSPITAL

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    Many parents thought that gadgets could be safe and easy to supervise playmates. In fact, if viewed from the point of view of mental health science, the natural growth and development process experienced by children can be disrupted due to the use of gadgets, including children's emotional development. The purpose of this study was to determine the effect of the duration of playing gadgets on children's emotional development. The research design used correlation analytic with cross sectional approach. The population of this study were all children aged 1 -5 years in the Children's Room, Mojowarno Hospital, a total of 34 children with purposive sampling technique obtained a sample of 32 respondents. The research instrument is a questionnaire on the duration of the use of gadgets and a Questionnaire for Mental Emotional Problems, the data were analyzed by Spearman Rho Test. The results showed that most of the children used gadgets in the moderate category (60-120 minutes) a day, namely 19 children (69.4%), almost all children did not experience emotional development disorders, namely 28 children (87.5%). The results of the analysis with the Spearman Rho test showed that p-value = 0.001 or less than (0.05) and r-value = - 0.552 so that there was a relationship between the duration of using gadgets and the emotional development of children at Mojowarno Christian Hospital where the longer they use gadgets, the more they experience children's emotional development disorders. This was because by using gadgets excessively, children would lack empathy and concern for the surrounding environment, sometimes children cry and got angry for no reason if their wishes are not obeyed, especially if they asked to play gadgets. It was hoped that health workers could provide direction or education to parents who had toddlers on how to wisely introduce gadgets to childre

    5th Annual Governors State University Student Research Conference Proceedings

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    https://opus.govst.edu/student_research_conference/1004/thumbnail.jp
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