Sumarni Rumfot
Universitas Pattimura, Indonesia

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GAME‘S APPLICATION: Learning Method Using Maze Game Media to Increase the Learning Outcomes of Early Childhood Students Dema Yulianto; Maryana; Sumarni Rumfot; Muhammad Ridhwan; Jasiah
Journal of Childhood Development Vol. 3 No. 2 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i2.3365

Abstract

Student learning outcomes can measure the achievement of learning objectives, so increased learning outcomes can also determine the success of a lesson. Efforts to improve student learning outcomes can be made by implementing Classroom Action Research (CAR). Providing action in the form of a game-based learning approach using maze game media in classes where the learning process tends to be monotonous has the potential to be a solution to improving student learning outcomes. This action was carried out on class II students who had problems with low student learning outcomes. At the pre-cycle stage, the average grade II grade was only 51.6, and the classical completeness was only 40%. The action in applying a game-based learning approach using maze game media given to class II succeeded in increasing student learning outcomes in each cycle. In the first cycle, the average score was 68.3 and the classical learning mastery was 65.2%; in the second cycle, the average value was 78.3 and the classical learning mastery was 82.6%.
Development of Flashcard Media in Improving Cultural Knowledge of Early Childhood Students Everhard Markiano Solissa; Rahayu Setyaningsih; Heppy Sapulete; Sumarni Rumfot; Agus Rofi’i
Journal of Childhood Development Vol. 3 No. 1 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i1.3373

Abstract

The purpose of this study is to develop flashcard media for introducing the culture of Central Java. This study also used development research (R&D), which was carried out in two trials, namely the one-to-one trial and the small group trial. The subjects in this study were to get to know the culture of the Central Java region, while the objects in this study were 10 students. The data were collected using guidelines in the form of observation, interviews, questionnaires and documentation. The analysis used is qualitative and quantitative data analysis. The results of this study indicate that the Flashcard media developed through a series of trials and validations is declared feasible. The results of the one-to-one trial get a percentage of 87.50%, and the results of the small group trial get a percentage of 83.60%; both categories are very good or very decent. Therefore, based on the results of this study, it can be concluded that Flashcard media is appropriate for use in learning to introduce Central Java regional culture to students.
GAME‘S APPLICATION: Learning Method Using Maze Game Media to Increase the Learning Outcomes of Early Childhood Students Dema Yulianto; Maryana; Sumarni Rumfot; Muhammad Ridhwan; Jasiah
Journal of Childhood Development Vol. 3 No. 2 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i2.3365

Abstract

Student learning outcomes can measure the achievement of learning objectives, so increased learning outcomes can also determine the success of a lesson. Efforts to improve student learning outcomes can be made by implementing Classroom Action Research (CAR). Providing action in the form of a game-based learning approach using maze game media in classes where the learning process tends to be monotonous has the potential to be a solution to improving student learning outcomes. This action was carried out on class II students who had problems with low student learning outcomes. At the pre-cycle stage, the average grade II grade was only 51.6, and the classical completeness was only 40%. The action in applying a game-based learning approach using maze game media given to class II succeeded in increasing student learning outcomes in each cycle. In the first cycle, the average score was 68.3 and the classical learning mastery was 65.2%; in the second cycle, the average value was 78.3 and the classical learning mastery was 82.6%.