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Pengembangan Media Smart House untuk Meningkatkan Kemampuan Kognitif Anak Usia 5-6 Tahun Islami, Nur Sudiasih; Ilhami, Baiq. Shofa; Ramdani, Zuhut
Jurnal Pelita PAUD Vol 3 No 1 (2018)
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (478.976 KB) | DOI: 10.33222/pelitapaud.v3i1.433

Abstract

Penelitian ini bertujuan untuk mengembangkan media Smart House untuk meningkatkan kemampuan kognitif anak usia 5-6 tahun di RA Al-Hasaniyah NW Jenggik Tahun Ajaran 2018/2019. Model pengembangan yang digunakan dalam penelitian ini adalah Borg and Gall  yang  telah disederhanakan menjadi 6 tahapan yang terdiri dari: 1) Analisis Kebutuhan, 2) Perencanaan, 3) Pembuatan Produk Awal, 4) Revisi Media Pembelajaran, 5) Uji Coba Lapangan, 6) Revisi Akhir Media. Media yang dikembangkan divalidasi oleh 1 orang ahli materi dan 1 orang ahli media sebelum dilakukan uji coba kepada anak.Subjek uji coba penelitian ini berjumlah 18 anak. Instrumen yang digunakan untuk mengumpulkan data adalah tes hasil belajar,  dan observasi. Teknik analisis data yang dilakukan dalam penelitian ini adalah data kualitatif dan kuantitatif.Data kualitatif diperoleh penilaian kualitas produk berupa saran dari ahli materi, dan ahli media. Data kuantitatif yaitu skor yang didapat dari  ahli media dan ahli materi.Hasil penelitian menunjukkan bahwa dari hasil validasi ahli media memperoleh skor 4 (kriteria baik), hasil validasi ahli materi memperoleh skor 3,3 (kriteria cukup) dan hasil tes belajar dan observasi memperoleh persentase klasikal 89%  Berkembang Sesuai Harapan (BSH) dan 11% Mulai Berkembang (MB).Dari hasil tersebut maka dapat disimpulkan bahwa media Smart House layak digunakan untuk meningkatkan kemampuan kognitif anak usia 5-6 tahun.
Permainan Kartu Gambar Dengan Metode Cantol Roudhoh Di Kelompok B TK Mahkota Selong Maulidian, Muslihatul; Suhirman, Suhirman; Ramdani, Zuhut
Jurnal Golden Age Vol 3, No 01 (2019): Jurnal Golden Age
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (138.853 KB) | DOI: 10.29408/goldenage.v3i01.1436

Abstract

This research was based on the students tack to recognize the word in learning. This study aims to improve the ability of word recognition through drawing card games using the cantol roudhoh method in group B TK Mahkota Selong in the 2017/2018 academic year. This type of research was Classroom Action Research which is a teacher who plays a direct role in the learning process. The subjects of this study were students of group B TK Mahkota Selong in the academic Year 2017/2018 consisting 25 student. While the object of this research was the application of cantol roudhoh method in improving the ability of word recognition through flashcard games in group B TK Mahkota Selong. Based on the results of the study, the average percentage of the ability of word recognition in group B TK Mahkota Selong before treatment was 33% for the alternative answer "Yes" with the category "Low". After taking action in cycle I with the application of the Cantol Roudhoh method, the ability to recognize words in students increased to 56% for the alternative answer "Yes" with the category "Medium". As for the improvement in cycle II the ability to recognize words in students increased to 78% for alternative answers "Yes" with the category "Good" which means there was increased. In cycle III 95% for alternative answers "Yes" with the category "Very Good".
Permainan Kartu Gambar Dengan Metode Cantol Roudhoh Di Kelompok B TK Mahkota Selong Maulidian, Muslihatul; Suhirman, Suhirman; Ramdani, Zuhut
Jurnal Golden Age Vol 3, No 01 (2019): Jurnal Golden Age
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/goldenage.v3i01.1436

Abstract

This research was based on the students tack to recognize the word in learning. This study aims to improve the ability of word recognition through drawing card games using the cantol roudhoh method in group B TK Mahkota Selong in the 2017/2018 academic year. This type of research was Classroom Action Research which is a teacher who plays a direct role in the learning process. The subjects of this study were students of group B TK Mahkota Selong in the academic Year 2017/2018 consisting 25 student. While the object of this research was the application of cantol roudhoh method in improving the ability of word recognition through flashcard games in group B TK Mahkota Selong. Based on the results of the study, the average percentage of the ability of word recognition in group B TK Mahkota Selong before treatment was 33% for the alternative answer "Yes" with the category "Low". After taking action in cycle I with the application of the Cantol Roudhoh method, the ability to recognize words in students increased to 56% for the alternative answer "Yes" with the category "Medium". As for the improvement in cycle II the ability to recognize words in students increased to 78% for alternative answers "Yes" with the category "Good" which means there was increased. In cycle III 95% for alternative answers "Yes" with the category "Very Good".
Pengembangan Media Bakiak Ular Tangga Untuk Meningkatkan Pemahaman Geometri Dasar Pada Anak Usia 5-6 Tahun Fathimatuzzohrah Fathimatuzzohrah; Rabihatun Adawiyah; Zuhut Ramdani
Jurnal CARE (Children Advisory Research and Education) Vol 9, No 1 (2021)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to develop learning media of bakiak ular tangga to increase understanding of the basic geometry of children 5-6 ages. The development model of this study used Borg and Gall which consisted of 6 stages. Products developed were validated by a team of experts. The subjects of small scale were 5 children and large scale 25 children. The instrument used to collect the data was observation sheet. The results showed that the results of the validation of the media expert obtained a score of 31 with an average score of 3.8 which categorized "very good", the results of the validation of the material experts obtained a score of 28 with an average score of 4 which categorized "good". The observation results obtained that the percentage value of the pretest success was 40% (MB) and 78% (BSB) posttest and the results of hypothesis testing between the pretest and posttest using the t-test were -20.476 < 2.048. From these results, it can be concluded that the bakiak ular tangga learning media was feasible to use to improve understanding of the basic geometry of children 5-6 ages. Keywords: media, bakiak ular tangga, basic geometry of children 5-6 ages.
Market Basket Analysis with Apriori Algorithm and Frequent Pattern Growth (Fp-Growth) on Outdoor Product Sales Data Wiwit Pura Nurmayanti; Hanipar Mahyulis Sastriana; Abdul Rahim; Muhammad Gazali; Ristu Haiban Hirzi; Zuhut Ramdani; Muhammad Malthuf
International Journal of Educational Research & Social Sciences Vol. 2 No. 1 (2021): February 2021
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v2i1.45

Abstract

Indonesia is an equatorial country that has abundant natural wealth from the seabed to the top of the mountains, the beauty of the country of Indonesia also lies in the mountains that it has in various provinces, for example in the province of West Nusa Tenggara known for its beautiful mountain, namely Rinjani. The increase in outdoor activities has attracted many people to open outdoor shops in the West Nusa Tenggara region. Sales transaction data in outdoor stores can be processed into information that can be profitable for the store itself. Using a market basket analysis method to see the association (rules) between a number of sales attributes. The purpose of this study is to determine the pattern of relationships in the transactions that occur. The data used is the transaction data of outdoor goods. The analysis used is the Association Rules with the Apriori algorithm and the frequent pattern growth (FP-growth) algorithm. The results of this study are formed 10 rules in the Apriori algorithm and 4 rules in the FP-Growth algorithm. The relationship pattern or association rule that is formed is in the item "if a consumer buys a portable stove, it is possible that portable gas will also be purchased" at the strength level of the rules with a minimum support of 0.296 and confidence 0.774 at Apriori and 0.296 and 0.750 at FP-Growth.
Pengaruh Permainan Monopoli Card Terhadap Kemampuan Motorik Kasar Anak Usia 5-6 Tahun Rabihatun Adawiyah; Rohyana Fitriani; Zuhut Ramdani; Eva Mupira Hardian
Jurnal Golden Age Vol. 6 No. 1 (2022): Jurnal Golden Age
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/goldenage.v6i1.5775

Abstract

This study aims to see the effect of monopoly card media on gross motor skills of children aged 5-6 years. The research method used in this study is an experimental method with a Pre-Experimental Design type with a One Group Pretest Posttest design. The data collection technique used is observation. The results of the pretest observation were 57% (BB), and 82% posttest (BSB). From the results of the calculation of the normality test data, it shows that the data from the pretest observations are69,866 > 23,685 count> tablethe data is normally distributed, and the results of the t-test for the observation data arepretest results (13), posttest results (26) yielded (13.6) t=1.07Thus, it is stated that there is an effectiveness of gross motor development of children aged 5-6 years before and after using the monopoly card game media or tools.
EFEKTIVITAS PERMAINAN TOM AND JERRY TERHADAP KEMAMPUAN MOTORIK KASAR ANAK USIA DINI rohyana fitriani; Zuhut ramdani; Siti Aziza Ilyani; Suhirman Suhirman
Jurnal Golden Age Vol. 6 No. 2 (2022): Jurnal Golden Age
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/goldenage.v6i2.7691

Abstract

Tujuan penelitian ini adalah melihat efektivitas permainan tom and jerry terhadap kemampuan motorik kasar anak usia 5-6 tahun. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian kuantitatif dengan metode eksperimen, desain yang digunakan adalah One Group Pretest Postest Design. Teknik pengumpulan data yang digunakan adalah observasi. Hasil observasi diperoleh nilai persentase keberhasilan secara klasikal pretest yaitu 100% (MB), nilai posttest diperoleh 71% (BSH) dan 29% (BSB). Hasil uji-t perhitungan yang diperoleh t-hitung ≥ t-tabel yaitu (28,05) 14≥">  (2,056) pada taraf signifikan 0,05. Dari hasil tersebut maka disimpulkan bahwa permainan tom and jerry berpengaruh terhadap kemampuan motorik kasar anak usia 5-6 tahun.