scholarly journals Pengembangan modul pembelajaran perilaku hidup bersih dan sehat pada taman kanak-kanak

2017 ◽  
Vol 5 (1) ◽  
pp. 90
Author(s):  
Suyatmin Suyatmin ◽  
Widiyanto Widiyanto

Penelitian ini bertujuan untuk menghasilkan modul pembelajaran perilaku hidup bersih dan sehat yang dapat digunakan guru TK dalam pembelajaran kesehatan. Modul pembelajaran yang dikembangkan diharapkan dapat digunakan sebagai tambahan referensi guru TK tentang pembelajaran perilaku hidup bersih dan sehat. Penelitian ini melalui sepuluh tahapan dengan mengadaptasi penelitian dan pengembangan pendidikan model Borg & Gall. Langkah-langkah penelitian dan pengembangan sebagai berikut: (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, (5) revisi produk, (6) uji coba produk, (7) revisi produk, (8) uji coba produk, (9) revisi produk, (10) produksi masal. Hasil penelitian berupa modul pembelajaran perilaku hidup bersih dan sehat pada TK kelompok B yang sesuai dengan Kurikulum Tingkat Satuan Pendidikan (KTSP) dan karakteristik pertumbuhan dan perkembangan, serta mudah, menarik, dan menyenangkan bagi siswa TKKata Kunci: pengembangan, perilaku hidup bersih dan sehat, siswa TK Developing a Module for Clean and Healthy Life Behaviors for Kindergarten AbstractThis research aims to produce a module for the learning of clean and healthy life behaviors that kindergarten teachers can use in health learning and as an additional reference of clean and healthy life behaviors. This study was a research and development conducted in tenssteps by adapting educational research and development according to Gall, Gall, & Borg’s model. This was a research and development study employing the steps of: (1) potentials and problems, (2) data collection, (3) product design, (4) design validation, (5) product revision, (6) product tryout, (7) product revision, (8) product tryout, (9) product revision, and (10) mass production. The result of the study is a module of clean and healthy life behavior for the Group B Kindergarten that is in accordance to the Educational Unit Level Curriculum (KTSP, Kurikulum Tingkat Satuan Pendidikan) and the growth and development characteristics. The module itself will be easy, interesting and enjoyable for kindergarten students to read.Keywords: development, clean and healthy life behaviors, kindergarten students

Author(s):  
Erlina Erlina Erlina

Learning innovation is a necessity that must be done in order to increase the quality of education. Learning innovation is needed in many aspects and factors of education, such as good facilities, curriculum, learning process, evaluation of education and improvement of teachers and the leraning participant quality. This article presents the idea of educational innovation in the development of teaching materials. There are three ways that can be used in developing teaching materials, namely: (1) writing itself (starting from scratch), (2) repackaging information, (3) structuring information (compilation). Teaching materials must meet the criteria: the accuracy of the content, the precision of coverage, the legibility of teaching materials, the use of language, packaging, illustrations, and completeness of the component. To produce teaching materials, need to be done through the stages of research and development, including: discover the potential and problems, data collection, product design, design validation, revision, product testing, product revision, utility testing, product revision, and mass production


2020 ◽  
Vol 7 (1) ◽  
pp. 103
Author(s):  
Sri Pajriah ◽  
Abdul Muin ◽  
Annisa Nurazizah Yahya ◽  
Sarah Nafiatul Janan

Character education is very important to be implemented in daily life. This is because of the problems which occur in this country. The character of the young generation is at a very critical point. The morality of this country is out of norms, ethics, religion and modest culture. The purpose of this study is to determine the effectiveness of the local wisdom-based value education model in the Sundanese Wiwitan community to improve the students’ character in SMAN 1 Kawali Ciamis, Indonesia. This research was conducted using the R&D (Research and Development) The steps of the R&D research method are (a) potential and problems, (b) data collection, (c) product design, (d) design validation, (e) design usage, (f) trial use, (g) product revision, (h) trial run, (i) product revision, (j) mass product manufacturing. The results showed that by using the local wisdom-based value education model in Sunda Wiwitan community in Susuru sub village, Kertajaya Village, Panawangan, was very effective and feasible to be applied through integration in historical learning so that the students were able to have the following character values: religious, social, mutual cooperation, tolerance, and care for the environment to be implemented in school, family, and community life.Keywords: Value Education, Local Wisdom, Sunda Wiwitan, CharacterABSTRAKPendidikan karakter sangat penting untuk diimplementasikan dalam kehidupan sehari-hari, hal ini karena adanya problem yang menimpa bangsa ini. Karakter generasi muda sudah berada pada titik yang sangat mengkhawatirkan. Moralitas bangsa ini sudah lepas dari norma, etika, agama, dan budaya luhur. Tujuan penelitian ini adalah untuk mengetahui efektifitas model pendidikan nilai berbasis kearifan lokal pada masyarakat penganut kepercayaan Sunda Wiwitan untuk meningkatkan karakter siswa di SMA Negeri 1 Kawali Ciamis. Penelitian ini dilakukan dengan menggunakan metode R&D (Reasearchand Development) dimana metode ini menekankan pada produk akhir yang dihasilkan dari penelitian. Adapun langkah-langkah metode penelitian R&D adalah (a) potensi dan masalah, (b) pengumpulan data, (c) desain produk, (d) validasi desain, (e) pemakaian desain, (f) ujicoba pemakaian, (g) revisiproduk, (h) uji coba pemakaian, (i) revisi produk, (j) pembuatan produk masal. Hasil penelitian menunjukkan bahwa dengan menggunakan model pendidikan nilai berbasis kearifan lokal pada masyarakat penganut kepercayaan Sunda Wiwitan di Dusun Susuru Desa Kertajaya Kecamatan Panawangan, sangat efektif dan layak untuk diterapkan melalui integrasi dalam pembelajaran sejarah sehingga siswa mampu memiliki nilai-nilai karakter sebagai berikut: religius, sosial, gotong royong, toleransi, dan peduli terhadap lingkungan untuk diimplementasikan dalam kehidupan sekolah, keluarga, dan masyarakat.Kata kunci : Pendidikan Nilai, Kearifan Lokal, Sunda Wiwitan, Karakter


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Desy Cobena Manurung

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2019 ◽  
Vol 4 (2) ◽  
pp. 14-21
Author(s):  
Urip Wahyudin

This social mapping aims to collect data and information about clean and healthy life behavior (PHBS) of Remote Indigenous Communities (KAT) in Ulakin Village, Kolf Brasa District, Asmat Regency, Papua Province. The method of data collection in this study is survey method. Data collection techniques used; 1) observation, 2) interviews with leaders and community members, and 3) focus group discussions. The results of the study show that; 1) childbirth assistance has not been carried out by health workers, 2) babies have been breastfed, 3) the community does not have health insurance, 4) the community still utilizes the availability of rainwater and rivers, 5) some houses have used healthy toilets as facilities from the local government, but not yet utilized as appropriate, 6) the average floor area of a house is 36 m2 with an average occupant of 3-5 people, 7) the floor of the house is made of wooden boards which are assistance from the government, 8) the community still smokes in any place, including inside the house, 9) the community always engages in physical activities in the context of hunting and gathering activities, 10) the community eats fruit and vegetables irregularly, adapted to natural resources and the environment. Suggestions for this research; 1) the parties involved have to carry out a more comprehensive follow-up study, and 2) the community as beneficiaries should receive information, services, guidance and social assistance in a participatory, measurable and sustainable manner.


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2019 ◽  
Vol 4 (2) ◽  
pp. 97-105
Author(s):  
Basori Basori ◽  
Desy Yanty Cobena

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”. The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Choirudin Choirudin ◽  
Masrurotul Mahmudah ◽  
M. Saidun Anwar ◽  
Yuli Ani Setyo Dewi ◽  
Dhita Paranita Ningtyas

Many parents think that games are a waste of time and not useful, so they forbid their children to play, and as a result, the children's soul will be depressed and the words naughty child, cougar, passive, and so on. This assumption is caused by the fact that parents do not fully understand their personality, characteristics, tendencies, and child nature. By looking at conditions like this, Kindergarten is expected to strive to implement the function of play by children's growth and development by providing the freedom to each child accompanied by the cultivation of constructive values Research objectives. To determine the game method's implementation using a real-world approach to increase children's learning creativity in TK Ma'arif 22 Trimurjo. The technique used for this research is qualitative. Subjects were students included and engaged in math games with the real-world: in-depth interview data collection techniques, observation, and documentation. In the implementation of playing activities, students' attitudes are given the freedom to develop their potential and creative power according to their talents and interests. In this case, it can be proven by the games at TK Ma'arif 22 Trimurjo. Mathematical games using a real-world approach in increasing the learning creativity of kindergarten students.


2019 ◽  
Vol 27 (3) ◽  
pp. 1111
Author(s):  
Bronika Septiani Sianturi ◽  
Jhonas Dongoran

This research is a research and development which is aimed to produce a certain product or develop an existing product including test its effectiveness. The research and development procedures are included in stages such as: Potential and problems; Data collection; Product design; Design validation; Design revisions; Product I trial; Product I revision; Trial usage; Product Revision II; Mass product. The data analysis resulted as follows (1) in the teaching materials that have been developed on the subject matter of additives and addictive substances based on BSNP, (a) the aspects of content worthiness is 3.65 of mean, (b) the aspects of language worthiness is 3.70 of mean, (c) the aspects of the feasibility of serving with is 3.60 of mean, those score are valid and don’t need any revision and it is very decent. (2) It is the students understanding who use the material that has been developed, it obtained an average of 80.21. However the understanding of students who did not use the teaching materials developed just obtained an average of 65.00. This result shows that the understanding of students using the developed teaching materials is higher than without using developed teaching materials.


2020 ◽  
Vol 8 (2) ◽  
pp. 107-115
Author(s):  
Lestari Handayani ◽  
Mujimin Mujimin ◽  
Sucipto Hadi Purnomo

This research aims to develop story books as a means for students to learn Javanese independently. It also can be useful for teachers in instilling character values ​​through stories. This research uses research and development methods, with five stages of research consisting of identification of potential and problems, data collection, product design, design validation, design revision. Data collection using observation techniques, interviews, questionnaires, and expert assessment sheets. The results of the study are story books that were designed using Corel Draw X7, Adobe Illustrator, and Photoshop. This story book contains eight story subtitles that raise issues faced by students at school. The results of the validation showed that there were improvements and suggestions that needed to be done, namely diction, flow, background description, thematic focus and added humor. Scoring of the product also exceeds the minimum limit, so the product can be said to be feasible.


Sign in / Sign up

Export Citation Format

Share Document