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KEGIATAN PEMBELAJARAN TK BUMI UKIR BERBASIS KEARIFAN LOKAL BUDAYA DI JEPARA Anita Afrianingsih; Indah Sa'adah; Ika Puji Astuti; Aulia Putri Salsabillah; Miladia Haritsa Junaidi; Nanik Farida; Fitriani Nor Hidayah; Al Musdalifah
Tumbuh Kembang: Kajian Teori dan Pembelajaran PAUD Vol 8, No 1 (2021): JURNAL TUMBUH KEMBANG EDISI MEI
Publisher : FKIP Universitas sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jtk.v8i1.13771

Abstract

Culture, being a very important thing to instill in early childhood, local culture, especially where children live, plays an important role in shaping children's character in receiving learning about themselves and their world, introducing local culture to children from an early age serves to instill attitudes, behaviors, personalities and manners, love the country and foster a spirit of nationalism in children. The purpose of this research on learning activities based on local cultural wisdom in Jepara is to introduce the values of local cultural wisdom in Jepara to early childhood and to examine more deeply about local culture-based learning models. The approach method used is a case study qualitative research method with data collection methods carried out through observation and through several activities, namely planning, model design, material procurement and curriculum and media trials based on local cultural wisdom. APE SINDU stands for Sinau Budoyo. The subjects of this study were children aged 5-6 years. The results of this activity research indicate that learning activities based on the wisdom of local culture in Jepara using the SINDU educational game tool can make it easier for children to get to know and know the local culture in Jepara, learning is also more interesting and interactive.
KEMANDIRIAN ANAK MELALUI INTEGRASI OUTDOOR AND INDOOR LEARNING TERHADAP PERKEMBANGAN SOSIAL EMOSIONAL Anita Afrianingsih; Nurul Iman; Mufid Mufid
Realita : Jurnal Bimbingan dan Konseling Vol 4, No 1 (2019): Volume 4 Nomor 1 Edisi April 2019
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/realita.v4i1.2152

Abstract

Kemandirian anak sebagai salah satu aspek perkembangan bidang pengembangan pembiasaan program pembelajaran taman kanak-kanak mempunyai peranan penting, karena aspek kemandirian dimaksudkan untuk membina anak agar dapat menolong dirinya sendiri dalam rangka kecakapan hidup (life skill), serta memperoleh keterampilan dasar yang berguna untuk kelangsungan hidup anak. Melalui pemberian rangsangan, stimulasi dan bimbingan, diharapkan akan meningkatkan perkembangan perilaku dan sikap melalui pembiasaan yang baik, sehingga akan menjadi dasar utama dalam pembentukan pribadi anak sesuai dengan nilai-nilai yang ada di masyarakat. Pembelajaran kemandirian anak yang diarahkan untuk mengembangkan kecakapan hidup melalui kegiatan-kegiatan konkrit yang dekat dengan kehidupan anak sehari-hari mempunyai peranan penting. Keberhasilan kegiatan belajar mengajar yang mengembangkan aspek kemandirian anak sering meresahkan guru kelompok A pada taman kanak-kanak. Berdasarkan pengamatan mulai awal masuk sekolah sampai pertengahan semester I tahun pelajaran 2015/2016 menunjukkan bahwa kemandirian murid kelompok A masih kurang. Kondisi ini tercermin dari sikap anak tidak mau menerima tugas dari guru, dalam mengerjakan tugas tidak tuntas, anak kurang percaya diri untuk mampu mengerjakan tugas sendiri dan selalu meminta bantuan guru, serta kurang antusias dalam kegiatan belajar mengajar.
APE Characteristic Family Doll Sebagai Media Story Telling Bagi Guru PAUD Anita Afrianingsih; Muh Shofiyuddin; Aprilia Riyana Putri; Khalida Citra Dewi; M Misbahul Munir
Amal Ilmiah : Jurnal Pengabdian Kepada Masyarakat Vol 1, No 2 (2020): Edisi Mei 2020
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.627 KB) | DOI: 10.36709/amalilmiah.v1i2.9257

Abstract

Metode mengajar bagi anak usia dini adalah mendongeng. Manfaat mendongeng, yaitu menambah wawasan kosakata, menambah perbendaharaan kata untuk mampu berkomunikasi. Media yang mudah didapatkan adalah boneka. Tujuan dari pengabdian ini adalah meningkatkan keahlian guru dalam mendongeng dengan boneka berkarakteristik sebagai media. Hasil observasi bahwa sebagian guru masih kurang mahir dalam mendongeng disebabkan faktor kurang PeDe dan bingung cara mendongeng yang menarik. Pendampingan dalam pembuatan boneka berkarakteristik bagi guru PAUD Pelangi Guyangan. Program ini telah dilaksanakan melalui beberapa kegiatan, yaitu koordinasi dan perencanaan, perencangan model, pengadaan material, uji coba sample, penyerahan alat dan material, pelatihan, dan penerapan IPTEKS, selanjutnya dilakukan tahap monitoring. Capaian untuk pengabdian di PAUD Pelangi ini adalah para guru lebih mahir, ahli dan menarik dalam mendongeng bagi anak usia dini sehingga lebih antusias dalam mendengarkan cerita. Terdapat pesan moral dari cerita dan guru mempunyai bekal kreativitas dalam membuat alat peraga edukatif melalui pembuatan boneka berkarakteristik.
Analysis in Honoring the Power of Thought Using Soag Game (Senang Otak Atik Gambar) Anita Afrianingsih; Dina Amalia; Yushinta Eka Farida
Indonesian Journal of Early Childhood Education Studies Vol 12 No 1 (2023): June 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijeces.v12i1.67602

Abstract

The purpose of the research to be carried out is to analyze the Android-based SOAG learning media, the planning process for making SOAG learning media and the use of SOAG media to hone children's thinking power. The research subjects were children aged 5-6 years of PAUD Toddies School, with a population sampling technique through non-probability sampling a total of 27 students. So that the sample is taken from the entire population. Data collection techniques from the implementation of this study used observation, interviews and documentation. The data analysis used is qualitative data analysis by referring to the concept of Miles and Huberman with an emphasis on data reduction, data presentation and drawing conclusions. The result of this research is that the process of implementing the SOAG game (Senang Otak Atik Gambar) can be carried out from planning, learning practice and evaluation. In the planning stage, the teacher must make the RPPH more attractive. The learning practice stage uses the SOAG game (Senang Otak Atik Gambar), at this stage the teacher is able to convey the material in more detail, using different teaching styles and methods than usual. As the teacher explains with a visual learning style. The evaluation stage of the SOAG game (Senang Otak Atik Gambar) uses observations and interviews given to children and teachers in providing assessments. This evaluation is an important tool for teachers to determine the level of success of children in improving their cognitive abilities through the SOAG game (Senang Otak Atik Gambar). The conclusion of this study is that the SOAG game learning media (Senang Otak Atik Gambar) is very appropriate and effective to use to optimally hone children's high-level thinking power.
The Effectiveness of Providing Rewards and Punishment for Moral Development of Early Childhood Dina Amalia; Anita Afrianingsih; Sehla Safira Damayanti
Jurnal Pendidikan Anak Vol 5 No 2 (2023): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v5i2.4223

Abstract

The events that are currently occurring are indeed a lot of problems related to the provision of rewardsand punishment, especially in the parenting patterns given by parents to their children. So it can increaseor even reduce children’s moral development. Therefore, there are many cases of beatings and variouspunishments received by children, such as locking children in their rooms, hitting their body parts, andusing harsh words. This research is a form of social research which aims to analyze and summarizevarious conditions, as a social reality phenomenon in the form of rewards and punishments in the moraldevelopment of early childhood. It involved 39 children from KB Permata Kita Hadiwarno MejoboKudus. Data collection takes the form of observation, interviews, and documentation. The results ofthis research are that through rewards children are more confident and brave in making decisions, whilepunishment can be done through behavioral actions, education and strengthening motivation to avoidunwanted behavior. The conclusion of this research is that through reward and punishment, childrenknow what behavior is right and wrong, so that it has an impact on the child’s character effectively andefficiently to be applied in everyday life.
Pengaruh Pembelajaran Bermuatan STEAM pada Kemandirian ditinjau dari Jenis Kelamin Anak Usia 5-6 Tahun Dina Amalia; Anita Afrianingsih
PAUDIA : Jurnal Penelitian dalam Bidang Pendidikan Anak Usia Dini Vol 12, No 2 (2023): in Progress
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/paudia.v12i2.16281

Abstract

AbstractSTEAM-based learning can help children develop their creativity in interactive learning in their own way, especially in the 21st century. This study aims to further review the effect of STEAM-charged learning on the independence of children aged 5-6 years according to their gender. The research method is a quantitative descriptive type, by collecting data using observation, interview, documentation, and questionnaire techniques. The number of research samples (n = 140) was taken in each district / city in Central Java, consisting of 4 teachers and 4 parents from 2 samples of PAUD institutions in each district / city. The results of this study indicate that children's independence gets an F score of 32 and a score of 141-160 (22.9%) when learning STEAM. The results of the study say that the independence of girls is classified as more independent than boys. Of course, based on these results, teachers are expected to further optimize STEAM learning, especially for boys, so that children have more physical skills, are confident, responsible, disciplined, get along well, share, and control their emotions.Keywords: STEAM; independence; gender AbstrakPembelajaran berbasis STEAM dapat membantu anak-anak mengembangkan kreativitasnya dalam pembelajaran interaktif dengan caranya sendiri, terutama di abad ke-21. Penelitian ini bertujuan meninjau lebih lanjut pengaruh pembelajaran bermuatan STEAM terhadap kemandirian anak usia 5 – 6 tahun menurut jenis kelaminnya. Metode penelitian berjenis deskriptif kuantitatif, melalui pengumpulan data dengan teknik observasi, wawancara, dokumentasi, dan angket. Sampel penelitian berjumlah (n=140) dengan pengambilan sampel pada masing-masing kabupaten / kota di Jawa Tengah sejumlah 4 guru dan 4 orang tua dari 2 sampel Lembaga PAUD tiap kabupaten / kota.  Hasil penelitian ini menunjukkan bahwa kemandirian anak mendapatkan skor F 32 dan skor 141-160 (22,9%) saat belajar STEAM. Hasil penelitian mengatakan bahwa kemandirian anak perempuan digolongkan lebih mandiri daripada anak laki-laki. Tentunya berdasarkan hasil tersebut, para guru diharapkan untuk lebih mengoptimalkan pembelajaran STEAM, khususnya bagi anak laki-laki, sehingga anak lebih memiliki keterampilan fisik, percaya diri, bertanggung jawab, disiplin, bergaul dengan baik, berbagi, dan mengendalikan emosi.Kata kunci: STEAM; kemandirian; jenis kelamin