scholarly journals MENGEMBANGKAN KEMAMPUAN BERHITUNG PADA ANAK DENGAN PERMAINAN TRADISIONAL CONGKLAK

Author(s):  
Andrika Muji Lestaria ◽  
Made Ayu Anggreni

Abstract This research is motivated by the information that the traditional game congklak is considered to improve the children’s ability to count . The traditional game congklak is one of the learning media that can improve the children’s capability to count. With traditional congklak games it is expected that children can learn to count in a more enjoyable way. The problem formulation in this research is "Does the game tradisoanal congklak affect to the children’s capability to count?”. The purpose of this study is to determine whether the influence of traditional congklak games on the ability to count early childhood in group B in TK Ana Donowati Surabaya.This research uses pre-experimental design with one-group pretest-posttest design. Subjects in this study were 15 children. Data analysis applied in this research is different test technique of pre-test and post-test (t test) from observation of children activity to know the capability of children counting through congklak traditional game activity.The results of data analysis show that 8,16 dan  1,76 with extent α 0,05 and 2,62 at  α 0,01 ,  >  so H0  rejected and H1 (working hypothesis) accepted. It can be concluded that the traditional game congklak has an effect on the ability to count on the group B early childhood TK Ana Donowati Surabaya.

2018 ◽  
Vol 9 (1) ◽  
Author(s):  
Dwiana Asih Wiranti ◽  
Diah Ayu Mawarti

This research was aimed at 1) measuring the learning result of the early childhood's motor ability between pretest and posttest, 2) analyzing the effectiveness of engklek game in the development of gross motor ability for the early childhood; 3) describing the children's responses on engklek game in the development of gross motor ability for the early childhood. This research applied experimental design with one group pretest posttest design in answering the problem statements of the research. The location of the research was in RA Manbaul Ma'arif. The data analysis technique used to calculate the research result was t-test. The research result shows that the result of gross motor ability is improved after being given the treatment through engklek game. Engklek game is effective in improving the children's hard motor ability. It is proven by the fact that most of the children are in the criteria of Starting to Develop when pretest was conducted and the criteria of Developed Excellently after the posttest was conducted. In addition, the traditional game especially engklek received the positive response from the early childhood to be applied in the learning.


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


Author(s):  
Intan Rahayu ◽  
Farida Mayar

This research originated from the fact that was found in Aisyiyah 29 Tanjung Aur Kindergarten, Padang, that children's creativity ability is not well developed, because the media is less varied. The aim of the researchers was to raise this title to find out whether clay influences the creativity of early childhood in Aisyiyah 29 Kindergarten Tanjung Aur Padang. Children's creativity can be developed through clay media. After going through the process and stages of clay can be used by children so that it is safe and harmless when forming activities with clay. The research method used is a quantitative method with experimental quasy types. Tests in the form of 4 items are used as data collection techniques, then processed using the t-test. The results of the post-test data analysis of the experimental class scored an average of 80 using clay activities and the control class gained an average of 71.67 using paper pulp.  


2021 ◽  
Vol 2 (6) ◽  
pp. 1121-1135
Author(s):  
Ulfa Hanim Safitri

The objectives of the study are 1) to find out the students’ writing ability in procedure text of the twelfth grade students at SMA N 1 Jakenan who are taught with cooking video by “Master Chef Australia” as teaching media. 2) to find out the students’ writing ability in procedure text of the twelfth grade students at SMA N 1 Jakenan who are taught without cooking video by “Master Chef Australia” as teaching media. 3) to find out the significant differences of the students’ writing ability in procedure text of the twelfth grade students at SMA N 1 Jakenan who are taught with cooking video by “Master Chef Australia” as teaching media and those who are taught without cooking video by “Master Chef Australia” as teaching media. In this research, the researcher used quantitative method. The design of this research was pre - experimental design. The researcher took the sample at SMA Negeri 1 Jakenan in solving the problem. Furthermore, the researcher used test to collect the data. In this research, the researcher chose XII MIPA 4 class as the sample. Based on the result, the mean score of pre-test was 60.33 and mean score of post-test was 79.75. Finally the result of the data analysis of the ttest was 11.622. From the ttable of significances 5% with df = 35 was 2.0390 Then, the ttest was higher than ttable(11.622 > 2.030). Therefore, the working hypothesis (Ha) is accepted and the nul hypothesis (Ho) is rejected. It means that the use of cooking video by “Master Chef Australia” can be accepted. In other words, it is effective to improve the students’ writing ability in Procedure Text. It is suggested that teacher can apply this method to improve students’ writing ability in Procedure Text.


2019 ◽  
Vol 2 (1) ◽  
pp. 60-72
Author(s):  
Hardianti Hamzah ◽  
Nurhamdah Nurhamdah ◽  
Magdahalena Magdahalena

The using of technology had developed especially in education. Even though it was had a high technology, some of the teachers did not use it. In this case, this research was introduced a new application media in learning process and it is called Octaland 4D. This application is made by Octagon studio with purposing to give a benefit in education by using 4D flashcards. The research used an experimental design one group pre-test and post-test. The population in this research was the first-year kinesthetic students, in academic year 2017. The samples of this research were the first-year kinesthetic students. The technique of sampling used total sampling, the writer took all population the first-year kinesthetic students to be a sample and the data was analyzed into percentage, mean score analyzed and the value of the t-test. The result of the data analysis showed that the students’ achievement on the post-test was higher that on the pre-test. Moreover, based on the analysis the researcher found that the students speaking skill in English was increased significantly. This research gave a suggestion that using 4D flashcard as the media is a good way in learning process in speaking English.


Author(s):  
Devi Wahyu Alfia Nita

This research is motivated by the school environment that develops the ability to recognize the numbers and the symbol of the number of children is still centered on the teacher, so the ability of the child is still not developed. Therefore, to develop the ability to recognize numbers and symbols of numbers need to be done in the right way, that is by using the role playing method of buying and selling. The purpose of this study to determine the ability to recognize the number and symbol of the number of children before and after the applied method of selling role play.This research uses pre-experimental design design with one-group pretest-posttest design. The subjects of this study were 18 children. Data analysis applied in this research is different test technique of pre-test and post-test (t test) from activity observation of children to know the ability to recognize numbers and symbol of number through play role of buying and selling. The result of data analysis shows the value of  21,17 and 1,74 at α 0,05 and 2,57 at α 0,01, then  ˃  rejected and  accepted. Thus, it can be concluded that playing the role of buying and selling affects the ability to recognize numbers and symbols of numbers in of kindergartens children.  


2021 ◽  
Vol 2 (1) ◽  
pp. 141-149
Author(s):  
Roro Kurnia Nofita

This research was intended to measure the effectiveness of simbolic modelling technique to increase teenagers’ self-esteem who come in broken home family. The subject for this study are 54 teenagers who come in broken home family at SMKN 1 and SMKN 3 Pamekasan. This research used purposive sampling. This research used experimental design with Randomized Two-groups Design, Post Test Only.  Self-esteem scale used as the measurement of the research. The data analysis used independent sample t-test. The result of t-computed is 2.17 while t-table is 0.034 (p < 0.05). This indicates that there is significant different mean of control group and experiment group. Mean score of experiment  group (mean=165.70) is greater than mean score of control group (mean = 147. 89) it concludes that simbolic modelling technique effective to increase teenagers’ self-esteem in broken home family.


2018 ◽  
Vol 2 (1) ◽  
pp. 63-69
Author(s):  
Achmad Nuryadi ◽  
Guntur Firmansyah

Abstract  The research approach used is a type of experimental research using a pre-experimental design that is one group pretests-posttest design. From the data analysis above, the results obtained for the correlation of 0.877 from mean X1 = 9.9700 with a standard deviation of 0.62619 and mean X2 = 9.8108 with a standard deviation of 0.6380, while for the results of the pre-test and post-test results obtained mean 0.159220 with a standard deviation of 0.32138 and the result of the t test is 2.477, thus Ho is accepted so that the ladder drill exercise provided can increase the running speed of 60 meters in Sidoarjo LOC Basketball School.


Author(s):  
AHMAD FACHRURRAZI ◽  
ANA SETYANINGSIH

This research was motivated by children using Finger Painting activities to introduce the concept of mixing colors children can develop creativity. This study was used to determine Finger Painting activities on the creativity abilities of the participants in group B of Al-Hikmah Kindergarten Surabaya. Finger Painting activities are suitable for improving children's creativity, because there are aspects of creativity that appear in Finger Painting activities that provide an opportunity for children to imagine in determining any image that their children will get a picture idea or color idea. This research was conducted in in group B TK Al-Hikmah Surabaya. The sample technique used in this study is Nonprobability sampling with a form of saturated sampling. The data collected by instruments of performance observation sheet. and analyzed with a one-group pre-test post-test design. Based on the results of data analysis which shows that the value of t-count=4.20 is greater than t-table 1.734 with a significance level of 0.05 and 2.552 at the 0.01 significance level with N=19 which means the null hypothesis (Ho) is rejected and the working hypothesis (Hl) is accepted. It can be concluded that Finger Painting activities can influence to the children’s coloring creativity.


2020 ◽  
Vol 5 (2) ◽  
pp. 125
Author(s):  
Raden Alifian Setiawan ◽  
Hanna Hanna ◽  
Alberth Alberth

The use of videos in education makes it possible to overcome practical real-world constraints and explore far greater possibilities provided by digital spaces, especially for the video uploaded in online platform such as blog. This study examines whether online video blog as media have a significant effect on students’ achievement of passive voice. It used pre-experimental (one group pre-test and post-test) design. The samples of this study were 10 students at 4J Operation. A pre-test and post-test were conducted by using multiple choice questions as the instruments. Data analysis was through paired-sample t-test. Results showed that there was an increase in mean score of pre-test (49,1) and post-test (63,5). Data from Paired Sample t-test showed that Sig. (2-tailed) was 0.000 which was smaller than .05 which means that there was significance difference in mean score after employing treatment.


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