17 research outputs found

    OPTIMALISASI PERKEMBANGAN BAHASA ANAK USIA DINI MELALUI APE

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    ABSTRAKMasa Usia dini masa yang paling potensial sebagai dasar mengembangkan segala aspek perkembangan anak. Dimana aspek-aspek tersebut akan saling berkaitan satu sama lain dan berkembang seiring dengan tahapan usia anak. Bahasa merupakan salah satu aspek penting dalam perkembangan anak usia dini. Adapun indikator dalam kemampuan bahasa anak adalah menyimak, membaca, menulis,dan berbicara. Kemampuan bahasa awal anak akan menjadi dasar berkomunikasi dengan orang lain, bersosialisasi dengan lingkungan. Proses perkembangan aspek bahasa pada anak bersifat unik. Sehingga di dalam proses pembelajarannya, dikemas melalui kegiatan bermain sambil belajar. Melalui bermain anak akan merasa bahagia, dan nyaman melakukan proses belajar kemudian menggali pengetahuan serta kemampuan berbahasanya. APE merupakan salah satu sumber belajar yang digunakan guru sebagai alat bantu dalam mecapai tujuan pembelajaran. Dengan APE ini anak dapat bermain sekaligus mengembangkan kemampuan bahasanya melalui bermain dengan komponen-komponen alat permainan tersebut.Kata kunci: Perkembangan Bahasa, Anak Usia Dini, APE. ABSTRACTEarly childhood The most potential period as a basis for developing all aspects of child development. Where these aspects will be related to one another and develop along with the stages of the child's age. Language is an important aspect in early childhood development. The indicators for children's language skills are listening, reading, writing and speaking. Children's early language skills will be the basis for communicating with others, socializing with the environment. The process of developing aspects of language in children is unique. So that in the learning process, it is packaged through play activities while learning. Through playing children will feel happy, and comfortable doing the learning process and then explore the knowledge and language skills. APE is a learning resource that is used by teachers as a tool in achieving learning objectives. With this APE children can play while developing their language skills through playing with the components of the game tool.Keywords: Language Development, Early Childhood, APE

    PRETEND PLAY UNTUK MELATIH SOFT SKILL ANAK

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    Soft skill is the ability to interact comfortably with others. Soft skills can also be interpreted as personal attributes that can affect relationships, communication and interaction with others as well as skills about personal and social life. It takes conscious effort, commitment and ongoing training to improve individual soft skills. Soft skills may be learned, but not by learning like going to school, but by interacting with others and practicing environmental sensitivity. Therefore, soft skills need to be trained from an early age because at this time the development of language skills, creativity, social awareness, emotional, and intelligence runs very fast and becomes the foundation for further development. Children are very close to toys. Children can spend most of their time playing because the world of children is indeed the world of play. The most effective learning for children is through play activities, but not all play tools are able to train children's soft skills. Games that can train children's soft skills are pretend play. Pretend play is a form of game that contains elements of pretending. In pretend play, the play equipment used will support the "pretend" element. Through pretend play, a child will make efforts to mental representation, meta-cognition, interaction, communication and empathy. This can be used as capital to develop psychological, social and communication abilities that are elements of soft skills. If the child plays pretend play repeatedly, it will be able to strengthen the soft skill stimulation in him.Keywords: pretend play, soft skills, childre

    DEVELOPING AND LEARNING HOW TO OPTIMIZE EARLY CHILDHOOD ACTIVITY THROUGH PLAYING

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    God's Son is very valuable deposit. Created as a small human child, but not a miniature of adult. The child has unique characteristics and different from adults. Kids are in a phase where he is being kept growing and growing, both physical and psychological potential. In general, children have properties that active, dynamic, enthusiastic and curious about everything he saw, heard and felt. Kids seemed to have a surplus of energy to continue to explore. Early childhood (0 to 8 years old) is a time of fundamental important where the process of growth and development occurs very rapidly in the span development of human life. Developments acquired at an early age are affecting the development at a later stage and increase labor productivity in adulthood. A kid has potential to be better in the future, but that potential can only thrive when given a stimulus, guidance, support and treatment in accordance with the level of growth and development. Playing is a child's world, because the play is a very fun activity for them. Playing is a need that already exists (inhern) in children. Playing contribute naturally to learn and grow, and there is no single program that can replace observations, activities and direct knowledge of children at play. One way children get the information for children is through play. When children have a fun gaming experience with materials, objects or other children, along with the support of a parent or adult, the child will develop optimally. Parents or adult emotion should be wise in supporting the process of learning and help children achieve optimal development

    Perilaku Asertif, Harga Diri dan Kecenderungan Depresi

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    Abstract. This study aimed to find out correlations among assertive behaviors and self-esteem with tendency to depression. The study was  conducted toward 119 adolescents, with ages 18 to 21 year (last adolescent). Data were collected by scales of assertive behkavior, self-esteem and Beck Depression Inventory (BDI) in indonesian version. Techniques for the data analyses used statistical spearman rank correlation, SPSS for Windows release 13. Results of the analysis found a negative correlation between assertive behavior and tendency to depression. The more assertive behavior,  the less tendency to depression, and adversely. Other finding also showed a negative correlation between self-esteem and tendency to depression. The more sel-esteem, the less tendency to depression, and adversely.Keywords: assertive behavior, self-esteem, depressio

    Pengembangan Alat Ukur Preferensi Perilaku Agresif Generasi Alpha

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    Aggressive behavior preferences need to be known from the beginning because they are the root of the emergence of cases of adolescent aggressiveness. Generation Alpha's aggressive behavior preferences need to be known to control and prevent individuals from growing up with harmful aggressive behavior. This study aims to develop a measurement tool for the aggressive behavior preferences of Generation Alpha which is used as a tool to measure the aggressive behavior preferences of children to adolescents today who belong to Generation Alpha. The subjects in this study were 136 Generation Alpha aged 11-12 years. Generation Alpha's aggressive behavior preferences were measured using a closed questionnaire containing Likert scale statements. The research was conducted in June-August 2023. The development stage/procedure uses the Borg & Gall model with simplification into six stages, namely the Information Gathering Stage, Planning Stage, Model Development Stage, Limited Group Trial, Product Revision, and Product Finalization. The conclusion of this study: content validity testing conducted by 5 experts (expert judgment) shows the results that all statement items in this measuring instrument are relevant to the Alpha Generation aggressive behavior preference indicators so that it can be tested as a criterion validity testing stage. The results of the criterion validity test on 136 respondents showed that there were 5 invalid statement items. The total number of items that are empirically declared valid and reliable is 43 items with a reliability value using the Cronbach's Alpha formula of 0.877.Keywords – Measurement Tool, Generation Alpha, Aggressive Behavior Preference

    PERMAINAN HAPPY BALL UNTUK MENGEMBANGKAN KEMAMPUAN MEMBACA PERMULAAN ANAK USIA DINI

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    During the early age range, children experience rapid development in various aspects. Seeing the importance of this period, appropriate stimulation efforts from the environment are needed to optimize the development of all abilities of children, including the ability to begin reading. Kindergarten children have begun to be taught to read the beginning but must be in accordance with the stages of child development, without coercion, in a fun way and should be guided by the teacher because it basically provides learning to start reading in early childhood must be with a playful atmosphere pleasant and no pressure. But in reality the process of learning to begin reading in kindergarten is still rampant using reading learning strategies that are too academic and rigid like in Elementary Schools. Therefore, researchers designed an educational game called Happy Ball that uses picture word cards. Through this Happy Ball game, it is hoped that the atmosphere of early reading learning activities for young children will be interesting and fun, the ability to read the beginning of the child is expected to be directed and develop better in a happy atmosphere. It is hoped that this game can also be used by educators to develop early reading skills in early childhood.Selama rentang usia dini, anak mengalami perkembangan yang pesat pada berbagai aspek. Melihat pentingnya masa ini, diperlukan upaya-upaya stimulasiyang tepat dari lingkungan untuk mengoptimalkan perkembangan seluruh kemampuan anak, termasuk kemampuan membaca permulaan. Anak TK (Taman Kanak-kanak) sudah mulai dapat diajarkan membaca permulaan tetapi harus sesuai dengan tahap perkembangan anak, tanpa paksaan, dengan cara yang menyenangkan dan hendaknya dibimbing oleh guru karena pada dasarnya memberikan pembelajaran membaca permulaan pada anak usia dini harus dengan suasana bermain yang menyenangkan serta tidak ada tekanan. Namun kenyataannya proses pembelajaran membaca permulaan di TK masih marak menggunakan strategi pembelajaran membaca yang terlalu bersifat akademik dan kaku layaknya di Sekolah Dasar (SD). Oleh karena itu, peneliti merancang sebuah permainan edukatif bernama Happy Ballyang menggunakan kartu kata bergambar. Melalui permainan Happy Ball ini,diharapkan suasana kegiatan pembelajaran membaca permulaan untuk anak usia dinijadi menarik dan menyenangkan,kemampuan membaca permulaan anak diharapkan jadi terarah dan berkembang dengan lebih baik dalam suasana yang gembira.Diharapkan permainan ini juga dapat digunakan oleh para pendidik untuk mengembangkan kemampuan membaca permulaan pada anak usia dini

    Psychometric properties of parent reading belief inventory with a sample of Indonesian mothers

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    The beliefs that parent currently have are increasingly attracting attention regarding the implementation of literacy for their children at home, was measured using parent reading belief inventory (PRBI) measuring tool developed by DeBaryshe and Binder. PRBI has not been adapted in Indonesia, making collaborative research difficult. Respondents in this study were mothers who had children aged 3-6 years old totally 177 respondents. Sampling technique with quota sampling. This research aims to develop a reliable and valid version of PRBI in Indonesia using International Test Commission guidelines. Data analysis using the second-order confirmatory factor analysis. The results showed that PRBI instrument was a valid and reliable instrument to measure the beliefs of parents in carrying out reading aloud activities with their children in Indonesia. Future research is expected to improve PRBI construct empirically based on the culture in each region, so that it can identify types of parents’ reading beliefs that implication children’s reading abilities

    PENGEMBANGAN PERMAINAN SMART ADVENTURE UNTUK MENINGKATKAN KESIAPAN BELAJAR BERHITUNG PERMULAAN ANAK USIA DINI

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    Abstrak Penelitian ini bertujuan untuk mengembangkan sebuah permainan untuk meningkatkan kesiapan belajar berhitung permulaan anak usia dini, yakni Permainan Smart Adventure. Permainan ini dapat membantu anak untuk belajar kemampuan berhitung permulaan dengan metode yang menyenangkan (bermain) dan sesuai dengan karakteristik serta tahapan perkembangan anak usia dini. Penelitian ini menggunakan pendekatan kualitatif dan kuantitatif (mix method) dengan model penelitian dan pengembangan "Borg and Gall". Pelaksanaan uji coba kelompok kecil berdasarkan teori Wilcoxon “signed-rank test†dan Uji keefektivitasan permainan Smart Adventure menggunakan  Paired- Simple T-Test. Subjek dalam penelitian ini adalah anak-anak kelompok B dua Lembaga Taman Kanak-kanak di Kota Kediri,  tahun pelajaran 2017/2018. Penelitian ini dilaksanakan pada awal bulan Juni 2017 – Agustus 2018. Berdasarkan hasil analisis data menunjukkan adanya perbedaan signifikan dalam kemampuan Calistung permulaan yaitu pada kelompok kontrol dan exsperimen sig. 0,0001. Kesimpulanya bahwa permainan Smart Adventure dinyatakan sebagai permainan yang efektif dan bermanfaat digunakan dalam pembelajaran untuk meningkatkan kesiapan belajar berhitung anak usia dini

    Pengaruh Pemberian Permainan Kung Fu Matematika terhadap Kemampuan Berhitung Anak Usia Dini

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    This study aims to determine whether there is influence of giving Math Kung Fu game to the ability of early childhood counting. Development activities of children's numeracy skills can be done through a game that would be more effective because the world of children is a world of play. Subjects in this study, as an experimental group is 20 children in Group A TK Dharma Wanita Punjul 3 District Plosoklaten Kediri. While as a control group is 19 children in Group A TK Dharma Wanita Gogorante Kediri Regency. Both groups are considered to have common characteristics common to this study. The sample selection is done by convenience sampling technique, the researcher has no other consideration except based on convenience only. This type of research is quasi-experimental research, using a non-randomized pretest-posttest control group design. The design of this study was conducted by providing pretest before treatment was administered and posttest after treatment, as well as a control group and experimental group. In this design, the sample is set with no random. Instrument of data collection in this research is performance assessment sheet with scale of appraisal, using observation and performance technique. Data analysis was done by t-two sample test with SPSS for windows version 16. The Paired-Samples T Test analysis shows the test results of 3.383 and the mean difference of 1.263. Sig value obtained is 0.003, smaller than alpha specified that is 0.05. This shows that there is a significant difference between the mean values of children in the experimental group and the control group. The Paired Samples Statistics analysis shows the mean value in the experimental group of 13.05 and in the control group of 10.79. This shows that the mean posttest score of children in the experimental group is better than the control group. This means that there is a positive and significant influence on the giving of the Math Kung Fu Game to the ability of early childhood counting. The ability to count children develops after playing Math Kung Fu

    Media Putaran Kata untuk Meningkatkan Kemampuan Membaca Permulaan Anak Usia Dini

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    Kemampuan membaca adalah salah satu unsur penting dalam perkembangan seseorang karena dengan membaca, seseorang akan memperoleh informasi, ilmu pengetahuan dan pengalaman-pengalaman baru. Semua yang diperoleh melalui membaca, akan memungkinkan orang tersebut untuk mempertinggi daya pikirnya, mempertajam pandangannya dan memperluas wawasannya. Dengan membaca, seorang siswa bisa menggali bakat dan potensi mereka, memacu peningkatan daya nalar, melatih konsentrasi, dan meningkatkan prestasi sekolahnya. Kemampuan membaca sangat penting untuk dikembangkan sejak usia dini karena pada masa ini hampir seluruh potensi anak mengalami masa peka untuk tumbuh dan berkembang secara cepat dan hebat. Pada usia TK (Taman Kanak-kanak), anak harus sudah mampu mengenal huruf, dalam hal ini bisa mengenal kata atau disebut membaca permulaan. Suasana belajar membaca permulaan harus diciptakan melalui kegiatan bermain edukatif yang sesuai dengan karakteristik anak usia dini yang memang masih senang bermain. Oleh karena itu, peneliti membuat media pembelajaran berupa Putaran Kata. Media Putaran Kata ini diharapkan dapat digunakan sebagai alat peraga sekaligus alat permainan edukatif dalam kegiatan pembelajaran membaca permulaan untuk anak usia dini yang dapat membuat anak tertarik, senang dan tanpa tekanan mengikuti kegiatan belaja
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