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PENINGKATAN KREATIVITAS MELALUI METODE PEMBELAJARAN INKUIRI Padilah, Padilah
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 1, No 1 (2018): Jurnal Caksana: Pendidikan Anak Usia Dini
Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jcpaud.v1i1.7

Abstract

The purpose of this research was to describe the implementation process inquiry and to understand improving  creativity of children 5-6 years old  through inquiry. The study was conducted on group A Kindergarten with of seventen children.  This study used action research methods by Kemmis and Taggart which consist of 4 stages (plan, action, observation and reflection). This study consisted of two cycles, each cycles consisting of 8 sessions. Data collecting techniques used observation, field notes and documentation. Data analysis using quantitative and qualitative data. Quantitative data analysis with descriptive statistics that compare the result obtained from the first cycle and the second cycle. Analysis of qualitative data by analizing data from the observation, fields notes and documentation during the study to the steps of data reduction, data display and data verification. The result of this study showed that there was the improving interpersonal intelegence through play music with score in pre cycle 24,9 had improvement to 44,9 and become 67,7 in cycle II and excellent growing category. Keywords : creativity, inquiry,  Action Research
MUSYAWARAH MASYARAKAT DESA (MMD I dan MMD II) SERTA IMPLEMENTASI PRAKTIK PROFESI KEPERAWATAN KOMUNITAS DI RW 10 RT 01-06 KECAMATAN PERIUK KOTA TANGERANG Padilah, Padilah; Alfika Safitri; Linmus, Linmus
Medic Nutricia : Jurnal Ilmu Kesehatan Vol. 4 No. 4 (2024): Medic Nutricia : Jurnal Ilmu Kesehatan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5455/nutricia.v4i4.4897

Abstract

Latar Belakang: Keperawatan Komunitas adalah pelayanan keperawatan profesional yang ditujukan kepada masyarakat, terutama kelompok berisiko tinggi, untuk mencapai kesehatan optimal melalui pencegahan penyakit dan peningkatan kesehatan. Pelayanan ini menjamin keterjangkauan dan melibatkan klien sebagai mitra dalam perencanaan, pelaksanaan, dan evaluasi. Sasaran utamanya adalah seluruh masyarakat, termasuk individu, keluarga, dan kelompok berisiko tinggi seperti penduduk di daerah kumuh, terisolasi, bayi, balita, lansia, dan ibu hamil. Tujuan: Untuk memberikan gambaran pelaksanaan asuhan keperawatan komunitas di RW.10 Kelurahan Gembor, Kecamatan Periuk. Metode: Metode pelaksanaan senam hipertensi terhadap proses penurunan tekanan darah pada penderita hipertensi. Pemberian Jus Semangka untuk menurunkan Hipertensi. Senam Diabetes Mellitus. Kompres air hangat menggunakan jahe merah pada penderita asam urat. Hasil Penelitian: Di RW 10 Cluster Alamanda, tiga penyakit tertinggi adalah Hipertensi, DM, dan Asam Urat. Sebelum pendidikan kesehatan, pengetahuan masyarakat tentang hipertensi berada pada kategori tidak baik. Setelah pendidikan kesehatan, pengetahuan meningkat ke kategori baik. Selain itu, setelah diberikan pendidikan kesehatan dan tindakan non-farmakologis seperti Jus Semangka dan Senam Hipertensi, keluarga memahami dan dapat mengimplementasikan cara-cara tersebut.
Dampak Penggunaan Game Online Terhadap Perilaku Bahasa Anak Usia Dini Di Kecamatan Lubuk Pakam Kabupaten Deli Serdang Sumatera Utara Padilah, Padilah; Nashrillah, Nashrillah
As-Sibyan: Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 2 (2024): In Progress
Publisher : UIN Sultan Maulana Hasanudin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/assibyan.v9i2.10590

Abstract

This online game is an extraordinary magnet that makes children forget themselves, even including the language and words they communicate are very inappropriate to hear. This study aims to determine the impact of online game users on the language behavior of early childhood. The method used in this study is descriptive qualitative. Data collection techniques are obtained through interviews, observations, and documentation. Data analysis techniques use domain analysis with data reduction, data presentation, and data verification to draw conclusions. The focus of this study discusses how the impact of online game users on the language behavior of early childhood. The results of this study indicate that online games also have negative impacts, namely creating an addictive effect on playing online games, reducing the sense of socialization with people around them, and can cause psychological disorders caused by defeat when playing online games. Online games also have an impact on children's language behavior, both changes in attitudes or behavior from online games, children become more emotional, there are changes in speaking and often say rude things to friends and parents. They can learn these words from virtual interactions when they play online games.