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PENGEMBANGAN BUKU BBB UNTUK MENSTIMULUS KEMAMPUAN LITERASI KELOMPOK TK B USIA 5-6 TAHUN SITI THOYYIBAH; ARWENDIS WIJAYANTI; NUR DWI SUKMONO
Al-Hikmah : Indonesian Journal of Early Childhood Islamic Education Vol 6 No 1 (2022): ijecie
Publisher : IAI Al Hikmah Tuban

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35896/ijecie.v6i1.295

Abstract

This study aims to produce "BBB Books (Play, Learn, Language) To Stimulate Literacy Ability in B Groups of Kindergarten in age of 5-6 years old in Ngrambe District", which are valid regarding in effectiveness, efficiency and attractiveness. Literacy is very important for early childhood, because early literacy activities build language skills that are rich in vocabulary, self-expression and understanding. This skill helps children to understand printed words when they start in reading. This study used research and development methods (RND). Research and development in the field of education focuses on the development of designs and planning, whether in the form of design models, or teaching materials to be developed. This research method has stages of procedures carried out in the development of learning books, namely analysis, design, development, implementation, and evaluation. Based on the results of the validation and testing, it result a score according to the aspect to be achieved as follow the effectiveness aspect got 95.55%, the efficiency aspect got 97.22%, and the attractiveness aspect got 94.44%. Which means that BBB (Play, Learn, Language) books are suitable to be used for stimulating the literacy skills of children in age of 5-6 years old. This research contributed for helping to stimulate children's literacy skills, make the children to do evaluative activities and language games easier.
PELATIHAN MEDIA PEMBELAJARAN ANIMASI HURUF DAN ANGKA MENGGUNAKAN MICROSOFT POWER POINT DAN KINEMASTER SEBAGAI SOLUSI PJJ PADA GURU TK DI KABUPATEN NGAWI Nur Dwi Sukmono; Pitriani Pitriani; Dhevi Agustinawati
JURNAL CEMERLANG : Pengabdian pada Masyarakat Vol 3 No 2 (2021): JURNAL CEMERLANG: Pengabdian Pada Masyarakat
Publisher : LP4MK STKIP PGRI Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/jpm.v3i2.1185

Abstract

During Distance Learning, the teacher's time to be able to meet students is very limited, so the solution for this is to create learning media. Of course the learning media must be in the form of multimedia (audio-visual) so that parents can use it to do learning with their children. The purpose of this Community Service is to create animated letters and numbers using Microsoft Power Point and Kinemaster. Training aimed at early childhood educators. Target outcomes expected kindergarten educators are able to make a simple animated video to learn to recognize letters and numbers. The number of participants in this training was 63 kindergarten teachers who were conducted online in Ngawi District, Ngawi Regency. This Community Service Program includes training to make animated letters and numbers using power points. Activities carried out during the two days of the December 4 and January 7, 2021. The result of this Community Service is that they can make animated videos of letters and numbers and develop them into learning media. The average number of mastery of the practice of making animated videos of letters and numbers reached 93.4 percent. Qualitatively, the participants were able to make animated videos very well.
Stimulasi Perkembangan Kognitif Anak Melalui Permainan Tradisonal Dakon, Vygotsky Vs Piaget Perspektif wening sekar kusuma; Nur Dwi Sukmono; Octavian Dwi Tanto
Raudhatul Athfal: Jurnal Pendidikan Islam Anak Usia Dini Vol 6 No 2 (2022): Raudhatul Athfal: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : PIAUD Fakultas Ilmu Tarbiyah dan Keguruan Universitas Islam Negeri Raden Fatah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/ra.v6i2.14881

Abstract

Artikel ini bertujuan untuk mengetahui bagaimana stimulasi perkembangan kognitif anak melalui permainan tradisional dakon ditinjau dari teori Vygotsky dan Piaget. pada teori Vygotsky dan Piaget mengemukakan tentang perkembangan kognitif namun dengan pandangan yang berbeda. Vygotsky berpendapat bahwa perkembangan kognitif di pengaruhi dengan sosialnya sedangkan teori piaget berpendapat bahwa perkembangan kognitif berdasarkan tahap usia perkembangan kognitif. Tujuan peneliti untuk mengetahui perbedaan dari kedua teori tersebut melalui permainan tradisional dakon. Objek pada penelitian ini menggunakan 1 anak, Metode yang digunakan dalam penelitian ini adalah penelitian kualitatif deskriptif yang bersifat studi kasus mengunakan pengumpulan data observasi. Hasil analisis menunjukan bahwa permainan dakon untuk menstimulus perkembangan kognitif dilihat dari perspektif Vygotsky yaitu kognitif anak berkembang pada saat berinteraksi dengan lawan bermain dakon yang menjelaskan tentang aturan bermain. sedangkan dilihat dari perpesktif Piaget yaitu kognitif anak berkembang sesuai dengan tahapan usia, sehingga pada saat bermain permainan tradisional dakon berbeda perlakukan terhadap permaianan tersebut. Kesimpulan pada penelitian ini menunjukan bahwa Perkembangan kognitif dalam penelitian ini dapat di lihat dari seorang anak memainkan permainan dakon. Permainan dakon merupakan permainan tradisional yang menitiberatkan pada penguasaan berhitung, permainan ini memiliki peranan yaitu untuk melatih keterampilan dalam kogtinif anak dengan berhitung, dalam penelitian ini peneliti menggunakan permainan dakon untuk menstimulus perkembangan kognitif anak di tinjau dari teori piaget dan vygotsky, yang memiliki berbedaan pada pandangan perkembangan kognitif.