scholarly journals Pelatihan Pembuatan Alat Permainan Edukatif Berbasis Pendekatan Saintifik bagi Guru PAUD di Kota Palembang

2021 ◽  
Vol 3 (4) ◽  
pp. 332
Author(s):  
Hasmalena Lena ◽  
Rukiyah Rukiyah ◽  
Syafdaningsih Syafdaningsih ◽  
Mahyumi Rantina ◽  
Febriyanti Utami ◽  
...  

Alat Peraga/Permainan Edukatif (APE) bagi anak usia dini memegang peranan penting sebagai media stimulasi, pembelajaran dan permainan, sedangkan bagi guru merupakan sarana yang membantu dalam penyampaian pembelajaran. Pelatihan ini bertujuan agar guru PAUD dapat membuat APE serta untuk mengembangkan keterampilan-keterampilan guru dalam membuat inovasi dalam pembuatan APE untuk anak usia dini. Kegiatan ini dilakukan pada hari Sabtu, 8 Agustus 2020 secara online melalui aplikasi Zoom Meeting. Materi yang disampaikan meliputi, (1) Hakikat alat permainan edukatif, (2) Jenis-jenis APE, (3) Keterampilan pembuatan APE, (4) Langkah-langkah pembuatan APE, dan (5) Praktik pembuatan APE dalam proses pembelajaran sesuai karakteristik anak. Kegiatan pelatihan dilaksanakan melalui aplikasi zoom meeting dengan jumlah 36 orang peserta guru PAUD. Model kegiatan yaitu pendampingan dan metode kegiatan yang digunakan presentasi dan peragaan serta unjuk kerja. Berdasarkan hasil evaluasi terjadi peningkatanan pengetahuan guru-guru PAUD setelah pelatihan, hal ini ditunjukkan dengan hasil bahwa guru mampu membuat rancangan alat permainan edukatif, , guru mempu menerapkan alat permainan edukatif walapun dilakukan secara daring dan guru mampu mengimplementasikan kepada anak tentang alat permainan edukatif berbasis pendekatan saintifik. Teaching aids/educational games (APE) for early childhood play an important role as a medium of stimulation, learning and games, while for teachers, it is a tool that helps in learning delivery. This training aims to make PAUD teachers make APE and develop teaching skills in making innovations in making APE for early childhood. This activity was carried out on Saturday, August 8, 2020, online through the Zoom Meeting application. The materials presented include (1) The nature of educational game tools, (2) Types of APE, (3) Skills for making APE, (4) Steps for making APE, and (5) Practice of making APE in the learning process according to children's characteristics. . The training activities were carried out through the Zoom Meeting application with a total of 36 PAUD teacher participants. The activity model is mentoring and activity methods used by presentations and demonstrations as well as performance. Based on the evaluation results, there was an increase in the knowledge of PAUD teachers after training, and this was shown by the results that teachers were able to design educational game tools, teachers were able to apply educational game tools even though they were done online. Teachers were able to implement to children about scientific approach-based educational game tools.

2020 ◽  
Vol 1 (02) ◽  
pp. 79-94
Author(s):  
Kusmiyati Kusmiyati ◽  
Ni Nyoman Sarmi

Educational play equipment is something that can be used as a means or equipment for playing that contains educational value and can develop all children's abilities. Knowledge and understanding of educational teaching aids is very important for a teacher, but the understanding and skills of making educational game tools are still lacking, this is influenced by teacher education who is not a teacher education graduate even there are high school graduates, this results in low motivation of the teachers to make educational game tools, for that it is necessary to hold training on the development of educational game tools for educators with the aim of providing knowledge and understanding as well as the skills of teachers to make educational play tools that are creative, innovative and environmentally friendly. The making of this educational game tool comes from unused used materials that are easily obtained from the surrounding environment. This training was attended by early childhood education teachers in Wonokromo Village, Surabaya. The method of implementation is divided into four stages, namely material presentation, discussion, practice of making educational game tools and simulations. As a result of the training, all participants gained knowledge and skills in making educational games that are safe for children and are environmentally friendly. Through community service activities, early childhood education teachers are able to develop educational games that are environmentally friendly and able to increase professionalism in learning activities.


2014 ◽  
Vol 5 (1) ◽  
pp. 68
Author(s):  
Subur Laksmono Wardoyo ◽  
Ghufron Abdullah ◽  
Ririn Ambarini ◽  
Sari Kusumaningrum

Abstract Science and technology?é?á transferred to the?é?á teachers of early childhood education in?é?á Tembalang Semarang?é?á are the training how to apply the moral values ?óÔé¼ÔÇ??óÔé¼ÔÇ?in the learning for early childhood and?é?á the?é?á use of software Cullen ABC 's as teaching aids for developing creativity and intellectual power of early childhood where the material delivered in training is , " Bringing Books in the Life of Early Childhood : Teaching Character Education Through Children's Literature " , " Moral Values ?óÔé¼ÔÇ??óÔé¼ÔÇ?of Early Childhood Education and Cullen ABC 's " , "the?é?á Use of story For Development of Moral Education for Early Childhood " , and " ABC 's Cullen as Educational Games and Teaching Aids " . With the IBM moral values ?óÔé¼ÔÇ??óÔé¼ÔÇ?in the learning of Cullen ABC 's as an educational game as well teaching aids it is hoped that the workshop will contribute to teachers early childhood to develop more creative ideas in teaching so that the learning environment will be more enjoyable while also fostering moral values ?óÔé¼ÔÇ??óÔé¼ÔÇ?since the early life . Keywords: Moral Values ?óÔé¼ÔÇ??óÔé¼ÔÇ?, Early Childhood Education , Cullen ABC 's .


2019 ◽  
Vol 1 (3) ◽  
pp. 27
Author(s):  
Dodi Satriawan

Improving education and training of teacher as a focus on reformation of educational system which is a goal that must be achieved in EFA (Education for All). As a tangible manifestation of the mandate through efforts to improve the quality of education and development of competency based on educational game tools or APE. PAUD teachers should also have the ability to design, create, utilize, maintain, and self-assess the tools for early childhood games because well-developed game tools will be more interesting than tools that were not developed first. This community service program activity is needed because the education level of PAUD teachers varies. Based on the results of the identification of the target audience, most PAUD teachers do not meet the academic qualifications and competencies properly. The ability to read, write, count, think actively and critically and the low implementation of learning models in the form of quality and fun educational teaching aids in PAUD institutions is very necessary. The expected output of this activity is the increasing, competency and quality of PAUD teachers towards educational game-based media learning programs (APE) and increasing the creativity of PAUD students by implementing APE-based learning media programs.


2020 ◽  
Vol 1 (1) ◽  
pp. 41-52
Author(s):  
Bayu Ramdhan Huzena ◽  
Fatmawati Fatmawati ◽  
Popon Handayani

Abstract   One form of entertainment that is familiar and indeed much in demand in our lives is the game. Games are applications that are familiar to the community and also early childhood from all walks of life. But the development of the game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of game users because remembering children prefer playing games rather than learning theoretically. From the existing problems, in this study the authors built an educational game application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of games and the existence of educational guessing game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational game applications. With this educational guessing game application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth.   Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates   Abstrak   Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna game karena mengingat anak-anak lebih suka bermain game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk game dan dengan adanya game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam  proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi game edukasi. Dengan adanya aplikasi game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini.   Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yates


2019 ◽  
Vol 1 (1) ◽  
pp. 102-113
Author(s):  
Angga Saputra

This article is entitled: Permanan Educative Early Childhood. With the aim is to know educational games for early childhood. Educational games for early childhood, playing is one of the words that are quite familiar to our ears, especially if we become a teacher, especially for PAUD teachers. Game tools are all tools used by children to fulfill their instincts of play. The game tools in question are for example soccer ballsfrom plastic cars, calluses, pistols, puppets, imitation of cooking tools and so on. So the educational game tool is all the game tools that children useto fulfill their instincts of play. So early childhood educational games are games that can meet the needs of children’s play instincts.


2017 ◽  
Vol 15 (4) ◽  
pp. 21-38 ◽  
Author(s):  
Fathi Essalmi ◽  
Ahmed Tlili ◽  
Leila Jemni Ben Ayed ◽  
Mohamed Jemni

Learner modeling is a crucial step in the learning personalization process. It allows taking into consideration the learner's profile to make the learning process more efficient. Most studies refer to an explicit method, namely questionnaire, to model learners. Questionnaires are time consuming and may not be motivating for learners. Thus, this paper presents a new approach for Modeling the learner's Personality, introvert/extrovert, using Educational Games (MoPEG). The proposed approach includes three phases, namely design of the educational game, collection of traces and personality prediction. To evaluate the efficiency of MoPEG, an experiment was conducted with thirty learners where their personality modeling results using MoPEG are compared to the Big Five Inventory (BFI) questionnaire. The obtained results showed that the accuracy level of MoPEG is significant with an 80% of similarity. Besides, based on the Kappa method, used by psychologists to measure the similarity of two instruments. The obtained results highlighted an agreement degree of MoPEG with the level “good”.


2018 ◽  
Vol 12 (2) ◽  
pp. 381-390
Author(s):  
Yetty Rahelly

This research aims to find out the implementation of 2013 Curriculum for Early Childhood Education (ECE) in South Sumatra by using descriptive and qualitative methods. Data was collected by using interview, questionnaire, observation, and documentation. The data was analyzed by using triangulation technique through  reduction, display, and verification. The result showed that the implementation of 2013 Curriculum for Early Childhood Education (ECE) began with the preparation of semester Planning learning tools (PROMES), Weekly Learning Plans (WLP), Daily Learning Implementation Plans (DLP), and Assessment Plans. The process of implementing learning with a scientific approach is done when stepping up before playing, playing activities, and communicating stages. Principals and teachers worked together in designing learning devices. Then, they discussed about themes, sub-themes and game ideas that are able to develop aspects of development in an integrated manner based on scientific approach. The assessments were carried out with authentic assessments such as observation, portfolio, performance and assignments. Before the learning process, the teachers were required to prepare daily lesson plans and learning media which will be used later in the learning process.   Keywords: Early Childhood Education,, 2013 Curriculum Implementation   Penelitian ini bertujuan untuk mengetahui bagaimana implementasi Kurikulum 2013 PAUD di Sumatera Selatan dengan menggunakan metode deskriptif-kualitatif. Pengumpulan data dilakukan dengan wawancara, angket, observasi serta dokumentasi. Analisis data digunakan dengan teknik triangulasi melewati beberapa proses yakni  reduksi data, penyajian data, dan penarikan kesimpulan/ verifikasi. Hasil penelitian menunjukkan implementasi kurikulum 2013 PAUD diawali dengan penyusunan perangkat pembelajaran Perencanaan Semester (PROMES), Rencana Pelaksanaan Pembelajaran Mingguan (RPPM), Rencana Pelaksanaan Pembelajaran Harian (RPPH), dan Perencanaan Penilaian. Proses pelaksanaan pembelajaran dengan pendekatan saintifik dilakukan saat pijakan sebelum main, kegiatan main, dan tahap mengkomunikasikan. Kepala Sekolah dan guru ikut bekerja sama dalam merancang perangkat pembelajaran. Kemudian, mereka mengkomunikasikan tema, subtema dan ide permainan yang mampu mengembangkan aspek perkembangan secara terpadu berbasis pendekatan saintifik. Penilaian yang dilakukan berupa penilaian otentik, misalnya observasi, portofolio, unjuk kerja dan penugasan. Sebelum proses pembelajaran guru juga diwajibkan untuk mempersiapkan RPP harian dan media pembelajaran yang nanti akan digunakan dalam proses pembelajaran.   Kata Kunci : Implementasi Kurikulum 2013, Pendidikan Anak Usia Dini (PAUD)


Author(s):  
Widiastuti Tc ◽  
Yubali Ani, Ashiong Parhehean Munthe

This activity is a continuation of the collaboration that began from the 2018-2019 term I academic year between the Pelita Harapan PGSD-FIP and the Emmanuel Foundation. Activities carried out include; this training is dedicated for learning facilitators to be able to teach creatively and practice their teaching skills at the location of their learning community. The objectives of the training activities are: 1) developing high school students themselves as learning facilitators; 2) lead learners who learn; 3) able to solve problems (problem solver), both for themselves and the environment; 4) being a creative learner; 5) excel in learning achievement; 6) direct practice in the learning community they lead. Implementation of activities in the form of training, including: 1) the provision of material; 2) question and answer session; 3) designing learning plans, making teaching aids, and compiling an assessment of the learning done; 4) games in groups with mentors; and 5) the practice of teaching directly individually in accordance with the plan for implementing the learning they have arranged. The activity takes place from July to December 2018, every Saturday 2 times a month. The training activities are provided help students have knowledge in the field of teaching, such as planning a lesson, making teaching aids, making simple judgments, and carrying out learning. Keywords: development, facilitator, problem solver, learning community


2018 ◽  
pp. 472-481
Author(s):  
Antonio Santos

Although it could be assumed that playing games lifts intrinsic motivation and that this must have an effect on the cognitive processes of the player, it is still not known how to develop an educational game with the same positive effects. Thus, the challenge for GBL is rather significant in determining how to design and develop good educational games and how to integrate them into the teaching and learning process so that students' motivation and learning are qualitatively improved. This chapter's main objectives are to describe some of the current GBL models proposed by the literature used to analyze, design, and integrate games in education and, on the other, to propose and describe a methodology developed by the author to create educational games. The assumption is that this type of information could aid instructional designers and educators—and even commercial game designers—interested in developing good GBL experiences.


2018 ◽  
Vol 8 (2) ◽  
pp. 14
Author(s):  
Novera Kristianti ◽  
Niwayan Purnawati ◽  
Suyoto Suyoto

This paper is concern about using multimedia technology for virtual education with puzzle for early childhood in Indonesia. A game is focuses on the introduction of objects around the neighborhood by showing images that Generate Automatic can adjust the child's condition aggressive or not aggressive. It play with android tab device to knowing respond of early childhood. This is due to early childhood conditions. In some cases children have normal cognitive abilities of children with different special character that has the capability of learning is slower. A game show a question to parent first. The level of games is from 0-1, 1-2, and 2-3 based on years old of early childhood. This study has the challenge to develop educational game conditions. As in the design phase, the visualization of colors, shapes, and the introduction of rules that will be applied to the system. In this paper we present to make early childhood became more relaxed and not aggressive in these educational games.


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