1,305 research outputs found

    PERMAINAN PAPAN FLANNEL TERHADAP KEMAMPUAN MENCOCOKAN ANGKA, WARNA, DAN GAMBAR DAN MELATIH MOTORIK HALUS PADA SISWA PAUD

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    FLANNEL BOARD is a learning media in the form of an educational game tool (APE) which aims to help early childhood in learning to recognize numbers, objects and know colors. This game is also designed to train fine motor skills in PAUD students. This research uses the type of experimental research. The data collection technique used in this research is observation with descriptive method. This research was conducted at PAUD Tunas Mulia which is located on Jl. Rangkah Buntu I No. 1, district. Tambaksari, Surabaya. The subjects in this study were 10 PAUD Tunas Mulia students aged 4 years. The results of the study are that after the researchers carried out treatment for 5 times in a row for 3 days in the morning at the same time on the first day to the third day using the Flannel Board that the researchers made and the results of observations showed that the subjects experienced an increase in basic recognition skills. numbers, objects and knowing colors – as well as improving the subject's fine motor skills. Keywords: Educational game tools, number recognition ability, ability to distinguish colors, fine motor skills.Papan flanel adalah suatu media pembelajaran berupa alat permainan edukatif (APE) yang bertujuan untuk membantu anak usia dini dalam belajar pengenalan angka, benda dan mengetahui warna- warna. Permainan ini juga dirancang untuk melatih motorik halus pada siswa PAUD. Penelitian ini menggunakan jenis penelitian eksperimen. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi dengan metode deskriptif. Penelitian ini dilakukan di PAUD Tunas Mulia yang berlokasi di Jl. Rangkah Buntu I No. 1, Kec. Tambaksari, Surabaya. Subyek dalam penelitian ini adalah 10 siswa PAUD Tunas Mulia berusia 4 tahun. Hasil dari penelitian yaitu setelah peneliti melakukan treatment selama 5 kali tidak berturut-turut selama 3 hari pada pagi hari dengan waktu yang sama pada hari pertama hingga hari ketiga dengan menggunakan Papan Flannel yang peneliti buat dan di peroleh hasil observasi menunjukkan bahwa subyek mengalami peningkatan dalam kemampuan dasar pengenalan angka, benda dan mengetahui warna – warna serta motorik halus subyek yang membaik. Kata Kunci: Alat permainan edukatif, kemampuan pengenalan angka, kemampuan membedakan warna, motorik halus

    EFEKTIVITAS PERMAINAN STICO TERHADAP KEMAMPUAN KONSEP DASAR HITUNG, MEMBEDAKAN WARNA DAN MELATIH MOTORIK HALUS PADA SISWA PAUD

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    STICO (Stick To Count Match And Color) is a learning media in the form of an educational game tool (APE) which aims to help early childhood in learning the basic concepts of counting, and knowing colors. This game is also designed to train fine motor skills in PAUD students. This study uses experimental research with a quantitative approach, the research design used is Pre-Experimental Design with One-Group Pretest-Posttest Design model. The data collection technique used in this study was observation with the checklist method. This research was conducted at the Kasih Bunda PAUD which is located in Ndono Hamlet, Temu Village, Kanor District, Bojonegoro. The subjects in this study were 5 PAUD Kasih Bunda students aged 4 years. The results of the study are that after the researchers carried out treatment for 6 times not in a row for 2 days in the morning, afternoon and evening at the same time on the first and second days using the STICO that the researchers made and the posttest results showed that the subjects experienced an increase in the basic skills of counting concepts, distinguishing colors and improving the subject's fine motor skills.Keywords: Educational game tools, basic arithmetic concept skills, ability to distinguish colors, fine motor skillsSTICO (Stick To Count Match And Color) adalah media pembelajaran berupa alat permainan edukatif (APE) yang bertujuan untuk membantu anak usia dini dalam belajar konsep dasar hitung, dan mengetahui warna- warna. Permainan ini juga dirancang untuk melatih motorik halus pada siswa PAUD. Penelitian ini menggunakan jenis penelitian eksperimen dengan pendekatan kuantitatif, desain penelitian yang digunakan adalah Pre-Experimental Design dengan model desain One-Group Pretest-Posttest Design. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi dengan metode ceklist. Penelitian ini dilakukan di PAUD Kasih Bunda yang berlokasi di Dusun Ndono Desa Temu Kecamatan Kanor, Bojonegoro. Subyek dalam penelitian ini adalah 5 siswa PAUD Kasih Bunda berusia 4 tahun. Hasil dari penelitian yaitu setelah peneliti melakukan treatment selama 6 kali tidak berturut-turut selama 2 hari pada pagi, siang dan sore dengan waktu yang sama pada hari pertama dan kedua dengan menggunakan STICO yang peneliti buat dan di peroleh hasil posttest menunjukkan bahwa subyek mengalami peningkatan dalam kemampuan dasar konsep hitung, membedakan warna serta motorik halus subyek yang membaik. Kata Kunci: Alat permainan edukatif, kemampuan konsep dasar hitung, kemampuan membedakan warna, motorik halu

    Peran Studi Kelayakan Bisnis Syariah Pada Pembiayaan Murabahah

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    Studi kelayakan bisnis syariah dilakukan untuk meminimalisir kemungkinan terjadinya risiko guna untuk menilai layak atau tidaknya pembiayaan tersebut di lakukan. Hal ini dilakukan oleh perbankan syariah, sehingga tujuan penelitian ini adalah untuk mengetahui peranan studi kelayakan bisnis syariah pada bank Muamalat cabang Mamuju. Jenis penelitian yang digunakan adalah kualitatif, dengan data primer yang bersumber dari hasil wawancara dengan Relationship Manager SME di bank Muamalat kantor cabang Mamuju Provinsi Sulawesi Barat. Hasil penelitian ini menunjukkan bahwa pembiayaan murabahah pada perbankan syariah harus memperhatikan beberapa aspek diantaranya aspek manajemen, aspek yuridis dan legalitas, aspek pemasaran, aspek produksi, aspek syariah dan aspek jaminan. Adapun kesimpulan yang diperoleh dari penelitian ini adalah studi kelayakan bisnis syariah sangat berperan dalam mengurangi dan meminimalisir kemungkinan terjadinya risiko pada pembiayaan murabahah karena mampu menilai dan mengukur potensi risiko terhadap sumber pengembalian termasuk potensi usaha nasabah

    The functions of constitutional monarchy in Malaysian political system: The perceptions of Malay community

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    The monarchy plays a vital role in Malaysia’s political system whether it is at federal or state level. Its formal duties are stated within the Malaysian constitution. It is a continuity to promote political and ruling stability. Hence Malaysia practises a system of government based on the Constitutional Monarchy and Parliamentary Democracy. The objectives of this paper are to study the extent of the monarchy roles as stated in the constitution. In addition, it is also to evaluate the perception of the Malay community towards the relationship between the monarchy and the government as well as the constitutional monarchy and the general community. The study limits its focus only to the role of monarchy in Malaysia and will also discuss about the additional roles of the monarchy besides its formal roles. The study will focus more on library research. Data are obtained through printed materials produced by local and international writers and publishers. The Malaysian Constitution will be the primary reference to the study. The perceptions of the Malay community are obtained through observations and reading materials that represents a part, if not the whole, of Malay’s perception towards the issue. Through this study, it can be summarised that the Malaysian Constitution bestows special privileges to the monarchy system. Thus, the boundary listed in the constitution ensures that the monarchy system continues to be revered. Loyalty to the King becomes a tradition and custom to the Malay community

    On-line Handwritten Character Recognition: An Implementation of Counterpropagation Neural Net

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    On-line handwritten scripts are usually dealt with pen tip traces from pen-down to pen-up positions. Time evaluation of the pen coordinates is also considered along with trajectory information. However, the data obtained needs a lot of preprocessing including filtering, smoothing, slant removing and size normalization before recognition process. Instead of doing such lengthy preprocessing, this paper presents a simple approach to extract the useful character information. This work evaluates the use of the counter- propagation neural network (CPN) and presents feature extraction mechanism in full detail to work with on-line handwriting recognition. The obtained recognition rates were 60% to 94% using the CPN for different sets of character samples. This paper also describes a performance study in which a recognition mechanism with multiple hresholds is evaluated for counter-propagation architecture. The results indicate that the application of multiple thresholds has significant effect on recognition mechanism. The method is applicable for off-line character recognition as well. The technique is tested for upper-case English alphabets for a number of different styles from different peoples

    EFEKTIFITAS ALAT PERMAINAN BOARD GAME PADA PERKEMBANGAN ANAK TK

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    Abstract APE (Educational Game Tool) is a game tool designed to be a learning resource for children to get a learning experience. This experience will help improve all aspects of a child's development, including physical/motor, emotional, social, language, cognitive and moral. This board game trial was in accordance with the learning objectives and developmental level of early childhood because it was needed to improve children's understanding of animals and their habitats. Educational game tools optimize children's development according to their age and level of development. as long as they meet the requirements of children's growth and development in all aspects, are interesting, can be played in various ways, are not easily damaged, can be used by all accepting cultures. This study uses a type of research with a qualitative approach and conducts trials on early childhood students. This research was conducted at TK Aisyiyah Bustanul Athfal 52 which is located on Jalan Keputih, Keputih sub-district, Surabaya. The subjects in this study were 10 PAUD TK Aisyiyah students. The result of the research is that after the researcher conducted the trial 2 times, the students already understood and were able to play it. But there are still 1-2 children who still play it wrong. Keywords: Educational game tools, Giftedness, Child development, Children's understandingAbstrak APE (Educational Game Tool) adalah alat permainan yang dirancang untuk menjadi sumber belajar bagi anak-anak untuk mendapatkan pengalaman belajar. Pengalaman ini akan membantu meningkatkan semua aspek perkembangan anak, termasuk fisik/motorik, emosional, sosial, bahasa, kognitif dan moral. Uji coba Board Game ini telah sesuai dengan tujuan pembelajaran dan tingkat perkembangan anak usia dini karena diperlukanya untuk meningkatkan pemahaman anak pada hewan serta habitatnya. Alat permainan edukatif mengoptimalkan perkembangan anak sesuai usia dan tingkat perkembangannya.asalkan memenuhi syarat tumbuh kembang anak dalam segala aspek, menarik, bisa dimainkan di berbagai cara, tidak mudah rusak, dapat digunakan oleh semua budaya menerima. Penelitian ini menggunakan jenis penelitian dengan pendekatan kualitatif dan melakukan uji coba terhadap siswa paud. Penelitian ini dilakukan di TK Aisyiyah Bustanul Athfal 52 yang berlokasi di jalan Keputih kecamatan Keputih, Surabaya. Subyek dalam penelitian ini adalah 10 siswa PAUD TK Aisyiyah. Hasil dari penelitian yaitu setelah peneliti melakukan uji coba sebanyak 2 kali Siswa sudah faham dan bisa untuk memainkannya. Tetapi masih ada 1-2 anak yang masih salah memainkannya. Kata kunci : Alat permainan Edukatif, Pengalaman belajar, Perkembangan anak, Pemahaman ana
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