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Development of Circuit Games to Develop Rugged Motoric Ability and Language Purwatiningsih, Siti Dyah; Bachri, Bachtiar S.; Hasibuan, Rachma
International Journal for Educational and Vocational Studies Vol 1, No 3 (2019): July 2019
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v1i3.2115

Abstract

The purpose of this study is to analyze the feasibility and effectiveness of the circuit game of the recognize me have in developing gross motor skills and children's language in group A at RA Al-Qodir Wage Sidoarjo. This development research use the Dick & Carey research and development model. The result of the development are circuit game products to develop gross motor skill and children’s language in group A. The development of the media includes material about the introduction of indonesian culture, namely traditional clothes in Indonesia. The study was conducted in class A1 at RA Al-Qodir Wage Sidoarjo. Based on the formative test to experts and children obtained qualitative and quantitative data, qualitative data are suggestions from experts and quantitative data in the form of a percentage of child observasion sheets. From the percentage of asessment of formative tests experts and also children, the circuit game is feasible and effective to be used in learning to develop gross motor skills and children’s language in group A in RA Al-Qodir Wage Sidoarjo.
The Effect Method of Playing Finger Painting on Creativity Ability And Ability To Espress Languages In Children Age 5-6 Years Wulansari, Dewi; Masitoh, Siti; Bachri, Bachtiar S.
International Journal for Educational and Vocational Studies Vol 2, No 1 (2020): January 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i1.2097

Abstract

This study tries to understand the method of playing finger painting on the ability of creativity and express language of children aged 5-6 years. This research was conducted with a quasi-experimental quantitative method "Pretest-Posttest Control Group Design" in TK Kec. Sukolio Surabaya with a sample of 107 children. Research data obtained through observation, work and documentation, and then analyzed using statistics with ANOVA test with the help of SPSS 25 for Windows. The results showed the  method of playing finger painting   proven  creativity, as evidenced from the Anova test the Fcount value of 187,516 is greater than the Ftable of 3.15. The  method of playing finger painting proven  against express language, as evidenced by the Anova test the Fcount value of 160,922 is greater than the Ftable of 3.15. While  The  method of playing finger painting influences creativity and expresses language, it is evident from the MANOVA test that the Fcount value of 165.122 is greater than the Ftable value of 3.15. Based on the results of data analysis, it can be concluded that  The  method of playing finger painting on creativity and express language for ages 5-6 years, and can develop children's abilities with creativity and language of children aged 5-6 years.
The Influence of Spontaneity Smart Circuit Games on Group A Rough and Social Motor Development of Children in Wiyung District at Surabaya Indrawati, Sus; Bachri, Bachtiar S.; Mariono, Andi
International Journal for Educational and Vocational Studies Vol 2, No 1 (2020): January 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i1.2262

Abstract

This research aims to determine the effect of the "Smart Spontaneity" circuit game on the gross motor and social development of group A children in Wiyung sub-district, Surabaya. This research is based not only on the problems that occur in group A children in Wiyung Subdistrict, Surabaya, it is also based on innovations in learning done in kindergartens. This research uses a quantitative approach and uses a type of experimental research. The population in this study used all students in the two schools included in the Wiyung sub-district, namely AT Taqwa Kindergarten and Taman Ananda Kindergarten with almost the same characteristics. Sampling in this study uses cluster random sampling techniques, so the samples used in this study are students A1 and A2 in At Taqwa Kindergarten and A1 and A2 in Taman Ananda Kindergarten. The techniques and data collection used are Pretest and Posttest which have a function to find out the influence of spontaneous intelligent circuit play on the gross and social motor development of group A children. The results of this study are (1) there is the influence of spontaneity smart circuit play on the gross motor development of group A children in Wiyung Subdistrict, Surabaya, (2) there is an influence of games on the social development of group A children in Wiyung Subdistrict, the results were obtained tcount> ttable with a real level of 5% so that 9.2> 0.5 with the average difference in the experimental class and the control class . The average experimental class was 21.4 and the average control class was 13.2. Based on the results of data analysis, it can be concluded that the circuit game "Smart Spontaneity" affects the gross motor development of children in group A and the game circuit "Smart Spontaneity" affects the social development of children in group A in Wiyung District, Surabaya.