3 research outputs found

    STORY BOX SEBAGAI UPAYA MENINGKATKAN KEMAMPUAN MENYIMAK PADA ANAK USIA DINI

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    Peneliti harus mengerti, memahami, dan menghayati berbagai prinsip pendidikan dan pengajaran serta tahaptahap perkembangan anak, sehingga dapat membantu guru dalam melaksanakan kegiatan belajar sesuai dengan kebutuhan dan perkembangan anak. Berdasarkan hal tersebut di atas guru Taman Kanak dituntut dapat melaksanakan kegiatan belajar sesuai dengan kebutuhan pertumbuhan dan perkembangan anak. Story Box kinetis 3D merupakan sebuah media yang menampilkan gambar-gambar yang dapat bergerak sesuai alur, gambar tersebut dapat bergerak jika digerakkan sesuai aturan dan cara bermain yang telah dirancang. Media tersebut digunakan untuk meningkatkan kemampuan menyimak pada anak usia dini melalui metode bercerita. Tujuan penelitian ini adalah untuk mengetahui dan mendeskripsikan kemampuan menyimak pada anak usia dini di TK Aisyiyah 24 Kedung Anyar VI/2 Surabaya melalui metode bercerita dengan menggunakan media story box kinetis 3D. Penelitian ini menggunakan rancangan penelitian tindakan kelas (PTK). Hasil penelitian menunjukkan bahwa 1) Aktivitas guru pada siklus I memperoleh hasil 75,7%, sedangkan pada siklus memperoleh hasil II 97,4%, 73,5%. 2) Prosentase ketercapaian aktivitas siswa pada siklus I memperoleh hasil77,1%, sedangkan pada siklus II memperoleh hasil 97,1% dan masuk dalam kategori “sangat baik”. 3) Prosentase ketuntasan komponen materi pada siklus I memperoleh hasil77,5%, sedangkan siklus II memperoleh hasil 97,5%. Sehingga dari hasil penelitian di atas, maka dapat disimpulkan bahwa penggunaan media Story Box kinetis 3D melalui metode bercerita dapat meningkatkan kemampuan menyimak secara efektif pada siswa kelas B TK Aisyiyah 24 Kedung Anyar VI/2 Surabaya Kata kunci :Metode Bercerita, Story BoxKinetis 3D, KemampuanMenyimak. Researchers must understand, understand, and appreciate the principles of education and teaching as well as the stages of child development, so as to assist teachers in implementing the learning activities according to the needs and development of children. Based on the foregoing Kindergarten teachers are required to carry out learning activities according to the needs of growth and development of children. Story Box kinetic 3D is a medium that displays images that can move with the tracks, these images can be moved if it is driven by the rules and how to play that has been designed. The media used to improve listening skills in early childhood through storytelling. The purpose of this study was to determine and describe the listening skills in early childhood in kindergarten Aisyiyah 24 KedungAnyar VI / 2 Surabaya through storytelling using 3D kinetic media story box. This study design was used classroom action research (PTK). The results showed that 1) the activity of teachers in the first cycle to obtain the results of 75.7%, while in the cycle to obtain the results of II 97.4%, 73.5%. 2) Percentage of achievement of student activity in the first cycle to obtain the results of 77.1%, while in the second cycle to obtain the results of 97.1% and fall into the category of "very good". 3) Percentage of completeness components of the material in the first cycle to obtain the results of 77.5%, while the second cycle to obtain the results of 97.5%. So from the above results, it can be concluded that the use of the media through the Story Box 3D kinetic storytelling methods can improve the ability to listen effectively in class and kindergarten Aisyiyah 24 KedungAnyar VI / 2 Surabaya. Keywords: Method Storytelling, Story Box Kinetic 3D, Listening abilit

    STORY BOX SEBAGAI UPAYA MENINGKATKAN KEMAMPUAN MENYIMAK PADA ANAK USIA DINI

    Get PDF
    Peneliti harus mengerti, memahami, dan menghayati berbagai prinsip pendidikan dan pengajaran serta tahaptahap perkembangan anak, sehingga dapat membantu guru dalam melaksanakan kegiatan belajar sesuai dengan kebutuhan dan perkembangan anak. Berdasarkan hal tersebut di atas guru Taman Kanak dituntut dapat melaksanakan kegiatan belajar sesuai dengan kebutuhan pertumbuhan dan perkembangan anak. Story Box kinetis 3D merupakan sebuah media yang menampilkan gambar-gambar yang dapat bergerak sesuai alur, gambar tersebut dapat bergerak jika digerakkan sesuai aturan dan cara bermain yang telah dirancang. Media tersebut digunakan untuk meningkatkan kemampuan menyimak pada anak usia dini melalui metode bercerita. Tujuan penelitian ini adalah untuk mengetahui dan mendeskripsikan kemampuan menyimak pada anak usia dini di TK Aisyiyah 24 Kedung Anyar VI/2 Surabaya melalui metode bercerita dengan menggunakan media story box kinetis 3D. Penelitian ini menggunakan rancangan penelitian tindakan kelas (PTK). Hasil penelitian menunjukkan bahwa 1) Aktivitas guru pada siklus I memperoleh hasil 75,7%, sedangkan pada siklus memperoleh hasil II 97,4%, 73,5%. 2) Prosentase ketercapaian aktivitas siswa pada siklus I memperoleh hasil77,1%, sedangkan pada siklus II memperoleh hasil 97,1% dan masuk dalam kategori “sangat baik”. 3) Prosentase ketuntasan komponen materi pada siklus I memperoleh hasil77,5%, sedangkan siklus II memperoleh hasil 97,5%. Sehingga dari hasil penelitian di atas, maka dapat disimpulkan bahwa penggunaan media Story Box kinetis 3D melalui metode bercerita dapat meningkatkan kemampuan menyimak secara efektif pada siswa kelas B TK Aisyiyah 24 Kedung Anyar VI/2 Surabaya Kata kunci :Metode Bercerita, Story BoxKinetis 3D, KemampuanMenyimak. Researchers must understand, understand, and appreciate the principles of education and teaching as well as the stages of child development, so as to assist teachers in implementing the learning activities according to the needs and development of children. Based on the foregoing Kindergarten teachers are required to carry out learning activities according to the needs of growth and development of children. Story Box kinetic 3D is a medium that displays images that can move with the tracks, these images can be moved if it is driven by the rules and how to play that has been designed. The media used to improve listening skills in early childhood through storytelling. The purpose of this study was to determine and describe the listening skills in early childhood in kindergarten Aisyiyah 24 KedungAnyar VI / 2 Surabaya through storytelling using 3D kinetic media story box. This study design was used classroom action research (PTK). The results showed that 1) the activity of teachers in the first cycle to obtain the results of 75.7%, while in the cycle to obtain the results of II 97.4%, 73.5%. 2) Percentage of achievement of student activity in the first cycle to obtain the results of 77.1%, while in the second cycle to obtain the results of 97.1% and fall into the category of "very good". 3) Percentage of completeness components of the material in the first cycle to obtain the results of 77.5%, while the second cycle to obtain the results of 97.5%. So from the above results, it can be concluded that the use of the media through the Story Box 3D kinetic storytelling methods can improve the ability to listen effectively in class and kindergarten Aisyiyah 24 KedungAnyar VI / 2 Surabaya. Keywords: Method Storytelling, Story Box Kinetic 3D, Listening abilit

    Cloud computing services : theoretical foundations of ethical and entrepreneurial adoption behaviour

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    Clouicomputing is an emerging service technology that has ethical and entrepreneurial implications. Due to technological innovations increasing the attention placed on cloud computing services, more people are focusing on the security and privacy issues determined by ethical guidelines and how the technology is evolving as an entrepreneurial service innov.ation. This paper presents a theoretical perspective on how a person adopts cloud computing. The literature on technology innovation and adoption behaviour is examined with a focus on social cognitive theory. A theoretical framework is then presented, which indicates a number of propositions to describe the intention of a person to adopt cloud computing services. The role of technology marketing capability, sustained learning and outcome expectancy are included in helping to understand the role of cloud computing applications. Suggestions for future research and practical implications are stated.<br /
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