scholarly journals IMPLEMENTASI METODE JOLLY PHONICS BERMUATAN NILAI ISLAMI UNTUK PENGENALAN HURUF DAN KEMAMPUAN MELAFALKAN FONEM BAGI ANAK USIA DINI

2020 ◽  
Vol 10 (1) ◽  
pp. 59
Author(s):  
Akhmad Syakir

Abstract The Implementation of Jolly Phonics with Islamic Values to Introduce Letters and Pronunciation for Toddler. The success in introducing letters to early childhood cannot be separated from how the stimulus method is used. But many do not yet know how to effectively introduce letters to early childhood. The Jolly Phonics method is a method that teaches reading by means of synthesizing letter sounds to read words and teach sounds of letters in a multisensory manner. Data collection techniques are observation and documentation. The results showed that the Islamic jolly phonics method can increase the enthusiasm of students in the teaching and learning process, improve the ability to recognize letters and the ability to recite phonemes. Key words: jolly phonics, alphabet, phoneme, islamic Abstrak Implementasi Metode Jolly Phonics Bermuatan Nilai Islami untuk Pengenalan Huruf dan Kemampuan Melafalkan Fonem bagi Anak Usia Dini. Keberhasilan dalam memperkenalkan huruf pada anak usia dini tidak lepas dari bagaimana metode stimulus yang digunakan. Namun banyak sekali yang belum mengetahui bagaimana cara yang efektif untuk memperkenalkan huruf pada anak usia dini. Metode Jolly Phonics merupakan metode yang mengajarkan membaca dengan menggunakan cara sintesa bunyi huruf untuk membaca kata dan mengajarkan bunyi huruf-huruf secara multisensori. Teknik pengumpulan data adalah observasi dan dokumentasi. Instrumen yang digunakan adalah lembar observasi dengan bentuk Check List. Indikator yang diteliti yakni kemampuan menyebutkan huruf-huruf dan melafalkan fonem huruf. Teknik analisis data dilakukan secara deskripsi kuantitatif. Hasil penelitian menunjukkan metode jolly phonics islami dapat meningkatkan semangat anak didik dalam proses belajar mengajar, meningkatkan kemampuan mengenal huruf dan kemampuan melafalkan fonem. Kata-kata kunci: jolly phonics, huruf, fonem, islami

2021 ◽  
Vol 1 (1) ◽  
pp. 73-90
Author(s):  
Rista Sundari ◽  
Fatimatuz Zahro

Creativity is a very important aspect for everyone because with creativity everyone can express ideas and solve problems creatively. The purpose of the preparation of this research is for PAUD teachers to be able to increase creativity in early childhood learning, especially through finger painting practice training. The research method used is a library research method with data collection techniques from several sources and relevant literature accompanied by content analysis. Teachers are required not only to produce good learning in transforming science but also to hone the potential that exists in students. The results showed that with the training, there were many benefits or advantages obtained by teachers as educators to be able to carry out the teaching and learning process creatively, innovatively, and potentially.


Author(s):  
Yudho Ramafrizal ◽  
Teni Julia

The purpose of this research is to know how the result of applying Adjustment journal concept through cooperative learning model type STAD (Student Teams Achievement Division) in class XI IPS 3 SMAN 6 Bandung, to know how the effectiveness of teaching and learning process in accounting subjects subject of adjustment journal by using model STAD type cooperative learning, STAD type cooperative learning model (Student Teams Achievement Division) in order to overcome the saturation and difficulties experienced by students of class XI IPS 3 SMAN 6 Bandung. The research methodology used is descriptive research. The subjects of the study were students of class XI IPS 3 SMAN 6 Bandung. Data collection techniques in this study were conducted with documentation and questionnaire / questionnaire. The results of the application of STAD type cooperative learning model in the subject of adjusting journal shows 3.94 results that are in good category. the results of research from the effectiveness of teaching and learning process on the subjects of accounting showed 3.99 results are in either category. STAD type cooperative learning model in overcoming the saturation and learning difficulties learners showed the average result classical is 3.97 which is in good category and the level of effectiveness of teaching and learning process of 79.94% of the data obtained based on the questionnaire distributed to 36 respondents . Based on the findings in the field, the conclusion of the results of this study is STAD type cooperative learning model can overcome the saturation and learning difficulties faced by learners. Therefore this learning model can be used for learning so that teaching and learning process can be implemented effectively.


2019 ◽  
Vol 20 (1) ◽  
pp. 110-121
Author(s):  
Maria Ulpah

Self-efficacy of students plays a role in determining student success in learning, including learning mathematics. Affective aspects such as self-efficacy, play a major role when students work and use mathematics, because to be able to solve mathematical problems is not enough just to know how to do it, but must be accompanied by self-efficacy about the truth of the concepts and procedures they have. This research was conducted in two groups of students using an instrument in the form of a questionnaire to measure students' self-efficacy. Observation data collection techniques were also conducted to determine the learning process of the two groups. The results showed that groups of students who used active and cooperative learning had higher self-efficacy. Keywords: self-efficacy, mathematics, cooperative learning.


2020 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Nada Anis Ristyani ◽  
Nurhayati Nurhayati Nurhayati

The purpose of this study is to improve students' interest in English vocabulary through picture media in TK Nur Assalam. This research is a Classroom Action Research (CAR). The participants of this research were 6 students. The results obtained from efforts to the improving students interest in English vocabulary using the picture media involving active learners in the learning process. The role of picture media in learning activities is very important for children, especially in the next education level. Teaching and learning activities in early childhood will quickly develop if parents and teachers intensive to develop it. There are several attempts to create a sense of pleasure in early childhood by using picture media in the learning process. From the result of research indicate that when pre-action take result (15%). In cycle I, it increased to (55%) sufficient criteria. In cycle II, it increased again to (85%) good criteria. So, the increase that occurred from the pre-action to the cycle I that is (40%). The increase from cycle I to cycle II that is (30%). And increase from pre-action to cycle II that is (70%). From the research results obtained, then to the improving students interest in English vocabulary can be improved by using picture media in the learning process.Keywords : Students’ Interest, Vocabulary and Picture Media


2020 ◽  
Vol 3 (1) ◽  
pp. 78
Author(s):  
Gita Ernita ◽  
Tini Apriliani

Teachers are facilitators that assist students to make the learning process easier and more comfortale. Techer question is a part of learning process. The  aim  of  this  research  is to  find out the types  of  questions  asked  by teachers  in  teaching  and  learning  process.  This  research  is  descriptive  research.  Participant of this research are two English teachers at SMP PGRI Bandung. The  data  collection  used  two  instruments  namely    audio  recording  and  note taking.  From  this  research,  researcher  found  that  open ended questions are mostly occur in the classroom beside ; yes/no questions, short answer   questions,   display   questions,   referential   questions   and   non   retrieval questions. During research, there are three kind of languages used by teachers, they are English, mixed English –Indonesian, and Indonesian.


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


2019 ◽  
Author(s):  
Deby Willy Amanda

This article aims to find out what the leaders of education mean,know how the fun of educational leadership,know the types of educational leadership and know the principal’s leadership style.this article usesresearch literature techniques,by gathering resource frm books as a student studying in education,it is very important to know leadership in education,to facilitate the teaching and learning process.


2015 ◽  
Vol 9 (1) ◽  
pp. 19
Author(s):  
Hamzah Hamzah ◽  
Kurnia Ningsih

This study is aimed at exploring the way the English teachers at senior high schools exercise power and domination during the teaching and learning process. Conversation analysis and critical discourse analysis were used to analyze the data. The data were generated from thirty transcripts of classroom interaction comprising of two academic hour session for each transcript. The findings of this study revealed that the English teacher still exercised strong power and domination in the classroom. Most exchanges were initiated by the teacher (93%), and the students involvements were limited to providing responses in accordance with the information initiated by their teacher. The teachers’ domination was also seen in the length of the turns. The teachers normally had extended turn comprising one clause or more, while students’ contributions were normally short consisting of one word, one phrase, and one clause was the longest in each turn. Beside the two indicators, the teachers’ power and domination were seen in controlling the topic, giving instruction, asking close questions and providing correction. Key words: conversation, classroom discourse, power and domination


2019 ◽  
Vol 2 (1) ◽  
pp. 1-17
Author(s):  
Haryati Haryati ◽  
Budi Mulyati

Learning Process of PPLK 1 or micro teaching was a Learning Process that learn about the practice of teaching for students that involves their classmates who became learners in the learning process. The purpose of this research were : 1) to know how to prepare PPLK 1 in UNBAJA, 2) to know how was learning process of PPLK 1 in UNBAJA, 3) to know how was the facility for PPLK 1 in UNBAJA. This research used qualitative approach method. The object of research were the dean of FKIP, lecturer of PPLK 1 and the students of Accounting Education Program on semester 6. In this research the data collection techniques were interview, observation and documentation. Data analysis in this research used descriptive qualitative. The results showed that thelearning process of PPLK 1 at the University of Banten Jaya has been running well, student learning process could perform in front class confidently and they could teach like as a teacher. However, the learning process still need improvements, especially in time management and procurement of infrastructure facilities to support the PPLK 1


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


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