scholarly journals Pengaruh Media Pembelajaran Berbasis Komputer Aplikasi Paint Terhadap Kemampuan Kognitif Anak Usia 4-5 Tahun di TK Aisyiyah Bustanul Athfal 22 Balongpanggang

Author(s):  
Wiwit Widiawati Widiawati ◽  
Muhammad Busyro Karim ◽  
Dewi Mayangsari

The purpose of this study is determine the effect of computer based on the learning of media Paint application forward the cognitive abilities of children A2 TK Aisyiyah Bustanul Athfal 22 Balongpanggang Gresik. Media of learning is everything that is used by teacher to simplify the delivery of learning materials. The media is computer-based learning which has paint application that is used to stimulate the cognitive abilities of children, especially in aspects of learning and problem solving, logical thinking, and symbolic thinking. This research uses quantitative approach that is experimental method with Pre-experimental design research design type one-group pre-test post-test. The subject of this study is a group A children in kindergarten AisyiyahBustanulAthfal 22 Balongpanggang Gresik as many as 11 children. Techniques of collecting data of ths research is participant observation and documentation in the form of photos of activities and plans of daily learning. Data processing uses t-test data analysis. The result of data analysis obtained by Tcount value is -5,45 and Ttable value 2,086 then  (-2,086 -5,45) and Ha accepted. Based on the data analysis shows there is a significant influence between computer-based learning media paint application to the cognitive abilities of children.

Author(s):  
Wiwit Widiawati Widiawati ◽  
Muhammad Busyro Karim ◽  
Dewi Mayangsari

<em>The purpose of this study is determine the effect of computer based on the learning of media Paint application forward the cognitive abilities of children A2 TK Aisyiyah Bustanul Athfal 22 Balongpanggang Gresik. Media of learning is everything that is used by teacher to simplify the delivery of learning materials. The media is computer-based learning which has paint application that is used to stimulate the cognitive abilities of children, especially in aspects of learning and problem solving, logical thinking, and symbolic thinking. This research uses quantitative approach that is experimental method with Pre-experimental design research design type one-group pre-test post-test. The subject of this study is a group A children in kindergarten AisyiyahBustanulAthfal 22 Balongpanggang Gresik as many as 11 children. Techniques of collecting data of ths research is participant observation and documentation in the form of photos of activities and plans of daily learning. Data processing uses t-test data analysis. The result of data analysis obtained by Tcount value is -5,45 and Ttable value 2,086 then </em> <em> (-2,086&gt; -5,45) and Ha accepted. Based on the data analysis shows there is a significant influence between computer-based learning media paint application to the cognitive abilities of children.</em>


2019 ◽  
Vol 4 (1) ◽  
pp. 23
Author(s):  
Mohammad Irfan Ferdiansyah ◽  
Siti Malikhah Towaf ◽  
A. Rosyid Al Atok

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><pre><strong>Abstract:</strong> Development research to produce Computer Assisted Instruction interactive media theme "hero" sub-theme "hero is pride" SD IV grade material is valid, interesting, effective, and practical Computer-based learning media can used as alternative in the learning. Media products are developed based the steps of the 4-D development model. The results of validation and trials that have been done, obtained data (a) the results of media validation reached a percentage of 82.5% with very valid criteria; (b) the results of the media attractiveness test reached a percentage of 95.56% with very interesting criteria; (c) the practicality test results of students and teachers reached a percentage of 94.8% with very practical criteria; (d) the results of the effectiveness test that learning outcomes increased by compare the pre-test and post-test results.</pre><pre><strong>Abstrak:</strong><em> </em>Penelitian pengembangan bertujuan untuk menghasilkan media interaktif <em>Computer Assisted Instruction</em> tema “Pahlawanku” subtema“Pahlawanku Kebangganku” materi IPS kelas IV SD yang valid, menarik, efektif, dan praktis. Media pembelajaran berbasis komputer dapat dijadikan alternatif dalam proses pembelajaran. Produk media dikembangkan berdasarkan langkah model pengembangan 4-D. Hasil validasi dan uji coba yang telah dilakukan, diperoleh data (a) hasil validasi media mencapai persentase 82,5% dengan kriteria sangat valid; (b) hasil uji kemenarikan media mencapai persentase 95,56% dengan kriteria sangat menarik; (c) hasil uji kepraktisan siswa dan guru mencapai persentase 94,8% dengan kriteria sangat praktis; (d) hasil uji efektivitas bahwa hasil belajar lebih optimal dengan membandingkan hasil <em>pre</em><em>-</em><em>test</em> dan <em>post</em><em>-</em><em>test</em>.</pre></td></tr></tbody></table></div>


2021 ◽  
Vol 5 (1) ◽  
pp. 23
Author(s):  
Yudi Jepri Dianta ◽  
Yenita Roza ◽  
Maimunah Maimunah

This study aims to produce computer-based learning media with a scientific approach to probability material. The development model used is the 4D model which consists of the stages of define, design, develop, and disseminate. The instrument used was a validity instrument in the form of a validation sheet and a practicality instrument in the form of a student response questionnaire. The data collection techniques used were validation sheets and student response questionnaires. The data analysis technique used in this research is quantitative data analysis and qualitative data analysis. Validation is carried out by four validators who are experts in their fields. A limited trial was conducted on 16 students of SMP Mutiara Harapan Pangkalan Kerinci. Students are divided into two groups, consisting of students with high, medium, and low abilities. Each group tries two learning media. From the results of data processing, it was found that the average validation of learning media on the media aspect was 3.47 with very valid criteria and the material aspect was 3.53 with very valid criteria. This means that all aspects of the device in the learning media developed are related consistently. While the average percentage obtained from the student response questionnaire in the limited trial was 90.59% with very practical criteria. This means that the learning media developed can be used in learning activities. It can be concluded that the learning media developed are valid and practical.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2020 ◽  
Vol 8 (1) ◽  
pp. 24
Author(s):  
Hasbi Azis ◽  
Mutia Risma ◽  
Sinta Yolanda ◽  
Desnita Desnita ◽  
Usmeldi Usmeldi

This research aimed to analyze the types of media and the characteristics of physics materials that are suitable for use in the development of physics learning media, using Adobe Flash software. The research uses a meta-analysis method, which is a method for analyzing many of the research that has been done. This research uses secondary data obtained from previous research in the form of journals related to the media using Adobe Flash software for senior high school physics subjects. The journals examined in this research consisted of 20 research articles that developed an adobe flash-based interactive learning media for physics learning in senior high schools. The number of articles reviewed consisted of 3 articles from international journals and 17 articles from national journals. Based on the results of the analysis that has been done, found 13 physics materials obtained from 20 journals analyzed, where the concepts of temperature, heat, and transfer are the most widely used material as content in the development of physics learning media based on Adobe Flash software. While the type of media that is widely used in computer-based learning media.


Author(s):  
Konstantina Adinda Putrilani ◽  
Renariah Renariah ◽  
Neneng Sutjiati

Ketika mempelajari bahasa Jepang di sekolah, aspek dasar yang harus dipelajari siswa adalah huruf Jepang. Dalam sistem penulisan, bahasa Jepang memiliki empat huruf, yaitu huruf kanji, hiragana, katakana, dan roomaji. Tetapi sebelum tahap belajar huruf kanji, terlebih dahulu siswa mempelajari huruf hiragana dan katakana yang biasa disebut huruf kana. Huruf kana terdiri atas 96 huruf dimana huruf hiragana dan huruf katakana tersebut bentuknya mirip. Hal ini menyebabkan siswa kesulitan untuk mempelajari huruf kana. Oleh karena itu, diperlukan suatu media untuk mempermudah pembelajar mempelajari huruf kana. Salah satu media yang dapat digunakan adalah media permainan. Dalam penelitian ini, media permainan yang digunakan adalah media permainan sudoku yang sudah di modifikasi. Tujuan dari penelitian ini adalah untuk mengetahui kemampuan siswa dalam pembelajaran huruf kana, sebelum dan sesudah menggunakan media permainan sudoku. Selain itu, penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media permainan sudoku terhadap pembelajaran huruf kana, dan untuk mengetahui respon siswa terhadap penggunaan media permainan sudoku. Penelitian ini menggunakan metode experimen quasi dengan desain eksperimen yaitu one group pre-test - post-test. Sampel penelitian adalah anggota Japanese Club sebanyak 20 orang yang diambil dari populasi SMP Laboratorium Percontohan UPI Bandung. Instrumen yang digunakan adalah tes, angket dan obsevasi. Berdasarkan hasil analisis data, nilai t hitung sebesar 6.53. Nilai t tabel sebesar 2.09 pada taraf signifikansi 5% dan 2.86 pada taraf signifikansi 1%. Dengan demikian, diperoleh hasil t hitung lebih besar dibandingkan nilai t tabel pada taraf signifikansi 5% (6.53 > 2.09). Hal ini menunjukkan bahwa pengguanaan media permainan sudoku dalam pembelajaran huruf kana sangat efektif. Selain itu, berdasarkan hasil analisis data angket, responden memberikan tanggapan yang positif terhadap penggunaan media permainan sudoku yaitu menarik, dan mudah diikuti. When studying Japanese at school, basic aspects must study is the Japanese letter. In its writing system, Japanese has four letters, namely kanji, hiragana, katakana, and roomaji. Before the stage of kanji learning, firstly, students have to learn hiragana and katakana which are commonly called kana. Kana, composed of 96 letters where the letter of the hiragana and katakana are barely different. This causes difficulties for students to learn kana. Therefore, we need a media to facilitate learners to learn kana. One medium that can be used are game as the learning media. This study, the media used is a sudoku game that has been modified. The purpose of this study is to acknowledge students’ ability in learning kana, before and after using the sudoku game as a media. In addition, this study also aims to analyze the influence of sudoku game usage as the media in learning kana Letters, and to find out the students' response to the use of sudoku game as a media. This study uses a quasi experiment method with the one group pre-test - post-test as experiment design. Samples were 20 students from Japanese Club members who were taken from a population of SMP Laboratorum Percontohan UPI Bandung. The instrument used was test, questionnaire and observation. Based on the data analysis, the t value at 6.53. T table at 2.09 on a significance level of 5% and 2.86 at 1% significance level. Thus, the results obtained that t value is greater than t table at a significance level of 5% (6.53> 2.09). This shows that the usage of sudoku game as media is a very effective in learning kana. In addition, based on data analysis of the questionnaire, the respondents gave a positive response to the use of media sudoku game that are attractive, and easy to follow


ReCALL ◽  
2009 ◽  
Vol 21 (3) ◽  
pp. 319-336 ◽  
Author(s):  
Ali Farhan AbuSeileek

AbstractThis study aims at exploring the effectiveness of using an online-based course on the learning of sentence types inductively and deductively. To achieve this purpose, a computer-mediated course was designed. The sample of the study consists of four groups taught under four treatments of grammar: (1) with computer-based learning inductively, (2) with computer-based learning deductively, (3) with non-computer-based learning inductively, and (4) with non-computer-based learning deductively. A pre-test/post-test design (between-subject) is used to investigate the effect of two factors: method (computer-based learning vs. non-computer-based learning) and technique (induction vs. deduction) on the students’ learning of sentence types. The results reveal a new manner of enhancing grammar learning based on the level of language structure complexity. The computer-based learning method is found to be functional for more complex and elaborate structures, like the complex sentence and compound complex sentence, and more complicated grammar structures need to be taught by means of the deductive technique. None of the inductive and deductive techniques is reported to be more practical with simple grammar structures such as the simple sentence and compound sentence.


Author(s):  
Ayu Ratna Pratiwi ◽  
Siti Fadjryana Fitroh ◽  
Dwi Nurhayati Adhani

The purpose of the research is to know whether there is a significant influence of the method of playing with the used materials on the ability of counting children in group B (age 5-6 years) in Kindergarten Development Glagah Lamongan. This research uses quantitative approach by using experimental method with Preexperimental research design One-group pre-test post-test type. Number of samples of 15 children in group B Kindergarten Development Glagah Lamongan. Data collection techniques in this study through participant observation and documentation in the form of photos of activities and plans of daily learning. Demonstrate large data processing using Wilcoxon marked test data analysis. The result of data analysis obtained by T<sub>count</sub>&lt;T<sub>table</sub> (0 &lt;25) and Ha value received. Indicates that there was an increase in pretest of 27.5% to the time of posttest 43.49% Based on the data analysis there was a significant influence between the method of playing with used materials on the ability of counting children.


2018 ◽  
Vol 12 (2) ◽  
pp. 341-350 ◽  
Author(s):  
Rita Kurnia ◽  
Yeni Solfiah

The objective of this research was to improve students’ writing ability by using the media of ‘upin-ipin’ animated cartoon pencil. The researcher used experimental method of pre-test and post-test group design. The research took 21 students as the sample. The observation and the researcher used T-Test for data analysis through SPSS 16 program. Based data analysis before doing the treatment of six indicators on the early development category. After doing the treatment on one indicator of the development category targeted. The result indicated that using ’upin-ipin’ animated cartoon pencil toward students’ (5-6 years old) writing ability at TK Permata Bunda Kecamatan Batang Peranap Kabupaten Inhu it was 43,50%. Keyword: Early Childhood,  Writing ability, Media animated cartoon pencil. Penelitian ini bertujuan untuk meningkatkan kemampuan menulis  anak dengan menggunakan media pensil karakter animasi Upin dan Ipin.Penelitian menggunakan metode ekperimen dengan desain satu grup kelompok pre-test dan post-test.. Sampel yang digunakan dalam penelitian ini 21 orang anak. Teknik pengumpulan data yang digunakan yaitu observasi. Teknik analisis data menggunakan uji t-test dengan menggunakan program SPSS 16. Berdasarkan analisis data sebelum diberikan perlakuan enam indikator pada kategori mulai berkembang (MB), sesudah diberikan perlakuan satu indikator pada kategori berkembang sesuai harapan (BSH), terdapat pengaruh media pensil karakter animasi Upin dan Ipin terhadap kemampuan menulis anak usia 5-6 tahun di TK Permata Bunda Kecamatan Batang Peranap Kabupaten Indragiri Hulu yang signifikan yaitu sebesar 43,50%. Kata kunci: Anak Usia Dini, Kemampuan menulis, Media pensil animasi Upin Ipin


2018 ◽  
Vol 3 (1) ◽  
Author(s):  
Yudhi Purnama ◽  
Muhlisin Muhlisin

Proper practice method is an important element in improving the ability of agility, amongothers, using ladder drill tool or stair ladder. Rapid foot reaction becomes one form ofphysical exercise that works to train foot agility and coordination in a balanced manner. Thepurpose of this research is to know how big influence of ledder drill training to the agility offootball player player from Unwahas. This study uses the design of One Group Pretest-Posttest Design research, with a population of players Football Unwahas SMEs, as many as40 players. The sample used in this research is 28 people, data analysis of research done bycomparing data of pretest and posttest result after treatment using one sample t-test. Theresults obtained that the average agility time of pretest result is 16.73 seconds, with thehighest time of 21.6 seconds and the lowest time 14.6 seconds. While at the post test, theaverage agility time is 15.76 seconds, the highest time is 19.2 seconds and the lowest time is14.2 seconds. Ho is rejected and Ha is accepted because sig = 0,000 <0,05, it meansdifference of difference is different so it can be said effective ladder drill treatment toincrease the result of agility. The result of research is sig = 0.000 <0,05, it means differenceof difference is different so it can be said effective ladder drill treatment to increase the resultof agility, so it can be concluded that there is influence between ladder drill training to abilityagility.Keywords: influence, ladder drill, agility, ukm football


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