Pembelajaran Berbasis Alam untuk Kemampuan Problem Solving Anak Usia Dini

2020 ◽  
Vol 3 (02) ◽  
pp. 79-87
Author(s):  
Reni Amiliya ◽  
Anung Dryas M

Problems always exist throughout human life, including early childhood. Early childhood are required to be able to solve each of their own problem properly. Currently there are still children who have not been able to solve the problems they face without the help of teachers or other adults. To overcome this problem, researchers proposes nature-based learning to develop children's problem solving abilities. This learning offers children as active learners who are free to play and explore so that they will gain their own experience and knowledge directly. The experience and knowledge gained is used by children to overcome the problems they encounter. The effectiveness of nature-based learning was evaluated by designing learning activities carried out by the quasi-experimental method for 36 children. Two variables: nature-based learning and problem solving abilities. The results showed that there was a significant increase in the problem solving ability of early childhood by 86.11%.

2019 ◽  
Vol 1 (5) ◽  
pp. 13
Author(s):  
Khoirussifa Sholihah

In the context of logical thinking the child will know about classifying objects based on function, shape or color or size, recognize patterns of ab-ab / abc-abc and repeat them. Increasing the ability to think logically with the puzzle media mental children will also be accustomed to being calm, diligent and patient in getting things done. So this research focuses on the implementation of the use of puzzle media in learning logical thinking in RA Nurul Yusro with the research title "Improving the ability of logical thinking in early childhood by using number puzzle media". This study aims at naturalist intelligence and logical thinking skills through puzzle media in group A aged 4-5 years. The use of instruments in this study was in the form of an observation sheet, in the form of a checklist of developmental achievement scales compiled based on a numerical scale assessment of 1-4. While the method used is a quasi-experimental method. The study sample was 10 children aged 4-5 years in group A RA Nurul Yusro. The results showed that the ability to think logically children aged 4-5 years in group A RA Nurul Yusro reached 35% of the minimum percentage of 65%. This shows that the ability to think logically children aged 4-5 years in group A RA Nurul Yusro is still low.


2018 ◽  
Vol 197 ◽  
pp. 12008
Author(s):  
Mumu Komaro ◽  
Ariyano Ariyano ◽  
A Suherman ◽  
G F Geovani

A preliminary research related to students' difficulties investigated that abstract atomic motion and counting material are the hardest materials to understand by the students. Therefore, to overcome this, a study on multimedia used in material of phase diagram was conducted. The research design was a quasi-experimental method done with pre-test and post-test to collect the data. The results revealed that the use of animation helped students to understand the material and supported them in doing their learning activity well.


2019 ◽  
Vol 2 (5) ◽  
pp. 225
Author(s):  
Sartika Nur Alwy ◽  
Iis Jubaedah ◽  
Fifiet Dwi Tresna

This study uses a quasi-experimental method conducted. This research is based on findings in the field of learning to count for young children who are not quite right, playing with numbers is a new method used to make it easier for children to follow arithmetic, using fingers children tend to be more interested and passionate in learning to count, play this is done very simply starting with introducing fingers, numerical symbols, and fine motor and gross motor activities in early childhood. The purpose of this study is in accordance with the findings in the field that how to learn to count children is less effective, so researchers try to provide a new method that is the method of playing the number fingers to make it easier for the numeric fingers to make it easier for children to learn to play counting. The ability of children in counting after knowing the method of finger playing this number is improved better than before using the method of finger play these numbers can be seen from the results of the study before being given the results obtained 31,7500 while after giving treatment by researchers the results obtained are 32.0625.Penelitian ini menggunakan metode quasi experiment dilaksanakan di. Penelitian ini didasari oleh temuan di lapangan pada pembelajaran bermain berhitung pada anak usia dini yang kurang tepat, bermain jari angka adalah metode baru yang digunakan untuk memudahkan anak dalam mengikuti berhitung, dengan menggunakan jari anak anak cenderung lebih tertarik dan semangat dalam mengikuti pembelajaran berhitung, permainan ini dilakukan dengan sangat sederhana dimulai dengan mengenalkan jari tangan, simbol angka, dan kegiatan motorik halus dan motorik kasar pada anak usia dini. Tujuan penelitian ini adalah sesuai hasil temuan di lapangan bahwa cara belajar berhitung anak kurang efektif sehingga peneliti mencoba memberikan metode baru yaitu metode bermain jari angka untuk lebih memudahkan jari angka untuk lebih memudahkan anak dalam proses pembelajaran bermain berhitung. Kemampuan anak dalam berhitung setelah mengenal metode bermain jari angka ini menjadi meningkat lebih baik dari sebelum menggunakan metode bermain jari angka tersebut hal ini terlihat dari hasil penelitian sebelum diberikan treatment diperoleh hasil 31.7500 sedangkan setelah pemberian treatment oleh peneliti diperoleh hasil 32.0625.


2019 ◽  
Vol 2 (6) ◽  
pp. 363
Author(s):  
Lisa Agave Aritonang ◽  
Dewi Safitri Elsap

This research is motivated by the problem of the ability of early childhood to begin with low initial arithmetic and the lack of interest of children in learning to count. So that researchers want to know and examine the ability to count children by using a new method that uses the Jarimatic method. The method used is a quasi-experimental method by class random sampling. The subjects in this study were students from one of the kindergartens in the Taman Kopo area of Bandung consisting of 17 students from each class, namely the experimental class and the control class. The data analysis technique was performed using SPSS 17.0 software with the statistical tests of normality, homogeneity and difference test of the two average pretest data and N-gain numeracy abilities of children. The results of the data show that the ability to count has increased after using the Jarimatic method, this is evident from the average results of the N-gain experimental class that is in the medium category. So that the ability to count early children whose learning uses the Jarimatic method is better than children who learn using the ordinary method, so it can be concluded that the Jarimatic method can create a more enjoyable learning process and increase children's interest in learning to count.Penelitian ini dilatar belakangi oleh masalah kemampuan anak usia dini dalam behitung permulaan yang masih rendah dan kurangnya minat anak dalam pembelajaran berhitung. Sehingga peneliti ingin mengetahui dan menelaah tentang kemampuan berhitung anak dengan menggunakan metode baru yaitu menggunakan metode  jarimatika. Metode yang digunakan adalah metode kuasi eksperimen dengan pengambilan sampel secara acak kelas. Subjek dalam penelitian ini adalah siswa dati salah satu Taman Kanak-kanak di daerah Taman Kopo Bandung yang terdiri dari 17 orang siswa dari masing-masing kelas yaitu kelas eksperimen dan kelas kontrol. Teknik analisis data dilakukan dengan menggunakan bantuan software SPSS 17.0 dengan uji statistik uji normalitas, homogenitas dan uji perbedaan dua rata-rata data pretest dan N-gain kemampuan berhitung anak. Hasil data menunjukkan bahwa kemampuan berhitung mengalami peningkatan setelah  menggunakan metode jarimatika, hal ini terlihat dari hasil rata-rata N-gain kelas eksperimen yang berada pada kategori sedang. Sehingga kemampuan berhitung anak usia dini yang pembelajarannya menggunakan metode jarimatika lebih baik daripada anak yang pembelajarannya dengan menggunakan metode biasa, sehingga dapat disimpulkan bahwa metode jarimatika dapat menciptakan proses pembelajaran yang lebih menyenangkan dan meningkatkan minat anak terhadap pembelajaran berhitung.


2019 ◽  
Vol 6 (1) ◽  
pp. 1-8
Author(s):  
Muhlasin Muhlasin ◽  
Doni Sudibyo ◽  
Ari Wibowo

Role play is a tool of dramatic explorations, which engages participants within an aesthetic, there-dimensional problem-solving process to examine, explore, and reflect upon issue of personal and collective importance. The aim of study was to find out whether or not the use of role play of daily conversation in teaching speaking is able to improve the students’ speaking ability or not. This research used quasi-experimental method. The sample of the research is 30 students of first grade of SMA Muhammadiyah Aimas which was divided into two classes. The data has collected through interview on pre-test and role play show on post-test. The data analysis showed the improvements of the students’ speaking ability who are studied through role play. It was proven by the mean score of experimental class was 72.3 with SD 3,527 higher than control class was 65,7 with SD 4,154. In other words, Role Play techniques can improve the speaking ability of the students.


2019 ◽  
Vol 2 (6) ◽  
pp. 388
Author(s):  
Anita Santia ◽  
David Wahyudi ◽  
Agus Sumitra

This study aims to determine the results of the application of learning science experiments to the ability to solve problems in early childhood. Because the ability to solve children's problems has not developed optimally, during the learning process it can be seen that the teacher's role is more centered on the teacher not on the child. Learning more often uses the lecture method and the provision of worksheets (LKA). Cognitive is one of the important developments for children, one of which is problem solving. Science experiments are learning media that have a function to improve the ability to solve early childhood problems. Therefore the researchers used research using a quasi-experimental method which aims to see the results of the application of experimental learning by using treatment in the experimental class while the control class was not given any treatment. this is proven by using the t-test independent statistical calculations showing the value of p value (0.002 <0.05) so that Ho is rejected and Ha is accepted. This is stated to have significant results from the application of science experiments using celery to the ability to solve problems in early childhood class B. It can be concluded that the experimental method is a way of learning that is given to children in the experimental process that is happening when learning takes place.Penelitian ini bertujuan untuk mengetahui hasil dari penerapan pembelajaran eksperimen sains terhadap kemampuan memecahkan masalah pada anak usia dini. Karena kemampuan memecahkan masalah anak belum berkembang secara optimal, pada saat proses pembelajaran maka dapat dilihat bahwa peran guru lebih berpusat pada guru bukan pada anak. Pembelajaran lebih sering mengunakan metode ceramah dan pemberian lembar kerja (LKA). Kognitif adalah salah satu perkembangan yang penting untuk anak salah satunya pemecahan masalah. Eksperimen sains merupakan media pembelajaran yang memiliki fungsi untuk meningkatkan kemampuan memecahkan masalah anak usia dini. Maka dari itu peneliti menggunakan penelitian menggunakan metiode kuasi eksperimen yang bertujuan untuk melihat hasil penerapan pembelajaran eksperimen dengan menggunakan treatment pada kelas eksperimen sedangkan pada kelas kontrol tidak diberi perlakuan apapun. hal tersebut dibuktikan dengan menggunakan perhitungan statistik uji t independent menunjukan nilai p value (0,002<0,05) sehingga Ho ditolak dan Ha diterima. Hal tersebut dinyatakan memiliki hasil yang signifikan dari penerapan  eksperimen sains menggunakan tanaman seledri terhadap kemampuan memecahkan masalah pada anak usia dini kelas B. Maka dapat disimpulkan bahwa metode eksperimen adalah suatu cara pembelajaran yang diberikan pada anak dalam proses percobaan yang anak dapat mengamati suatu proses yang sedang terjadi pada saat pembelajaran berlangsung.


Author(s):  
Rachmatina Amelia Usman ◽  
Frida Lina Tarigan ◽  
Wisnu Hidayat

Gadgets have a very important role in communication technology because they make human life easier, more comfortable and change one's mindset and even change attitudes and human character. The purpose of this study was to analyze the influence of creative dangdut dance simulation and role play on the knowledge and attitudes of mothers about the negative impact of using Gadgets in Tinggi Raja Village Asahan District in 2019. This study was a quasi experimental study. The population in this study were mothers who had toddlers in Desa Tinggi Raja Asahan District as many as 153 people. The sample size uses the Lemeshow formula and from the calculation the number of samples is 44 so that the research sample is divided into two namely the creative dangdut dance group of 22 respondents and for the role play group of 22 respondents. Data analysis methods used in this study consisted of univariate, bivariate analysis. The results obtained: there is an influence of creative dangdut dance simulation on knowledge (p = 0.001) and attitude (p = 0,000) about the negative impact of using Gadgets, there is an influence of role play on knowledge (p = 0,000) and attitude (p = 0,000) about the impact negative use of Gadgets, the role play method is more effective in influencing knowledge (p = 0.001) and attitudes (p = 0.035) about the negative impact of Gadget use. Based on the research results obtained, it is suggested that mothers can provide Gadgets to their children for learning activities with supervision and restrictions on the duration of use so that children are not addicted and do not experience health problems. ABSTRAKGadget memiliki peranan teknologi komunikasi yang sangat penting karena  membuat hidup manusia menjadi semakin mudah, nyaman dan perubahan pola pikir seseorang bahkan perubahan sikap dan karakter manusia. Tujuan penelitian ini adalah untuk menganalisis pengaruh simulasi tarian dangdut kreatif dan role play terhadap pengetahuan dan sikap ibu tentang dampak negatif penggunaan Gadget di Desa Tinggi Raja Kabupaten Asahan tahun 2019. Penelitian ini merupakan penelitian eksperimen quasi. Populasi dalam penelitian ini adalah ibu-ibu yang memiliki balita di Desa Tinggi Raja Kabupaten Asahan sebanyak 153 orang. Besar sampel menggunakan rumus Lemeshow dan dari perhitungan diperoleh jumlah sampel sebanyak 44 sehingga sampel penelitian dibagi ke dalam dua yaitu kelompok tarian dangdut kreatif sebanyak 22 responden dan untuk kelompok role play sebanyak 22 responden. Metode analisa data yang digunakan dalam penelitian ini terdiri dari analisa univariat, bivariat. Hasil penelitian diperoleh: ada pengaruh simulasi tarian dangdut kreatif terhadap pengetahuan (p = 0,001) dan sikap (p = 0,000) tentang dampak negatif penggunaan Gadget, ada pengaruh role play terhadap pengetahuan (p = 0,000) dan sikap (p = 0,000) tentang dampak negatif penggunaan Gadget, metode role play lebih efektif berpengaruh terhadap pengetahuan (p=0,001) dan sikap (p=0,035) tentang dampak negatif penggunaan Gadget. Berdasarkan hasil penelitian yang diperoleh disarankan ibu-ibu dapat memberikan Gadget kepada anaknya untuk aktivitas pembelajaran dengan pengawasan dan pembatasan lamanya pemakaian agar anak-anak tidak kecanduan dan tidak mengalami gangguan kesehatan.


2021 ◽  
Vol 4 (02) ◽  
pp. 81-90
Author(s):  
Kamtini Kamtini ◽  
Salsabila Hasiana Tanjung ◽  
Eva Eriani

Cognitive abilities include various things, one of which is the ability to recognize colors. However, the ability to recognize colors is less often ruled out by educators and parents. This can be seen from learning that pays more attention to early reading and arithmetic skills. In fact, the ability to recognize colors is a very important aspect of children's brain development. This research was conducted in order to see the role of picture and picture learning in stimulating children to recognize colors. This research is quantitative research using a quasi-experimental method with one group time-series test. The data obtained were analyzed using a regression test to see the effect of the treatment given. The results showed a significance value of 0.00 which was smaller than 0.05, which means the picture and picture learning model has a significant effect on the ability to recognize colors in early childhood.


2019 ◽  
Vol 2 (5) ◽  
pp. 202
Author(s):  
Nurlela Siagian ◽  
Euis Eti Rohaeti ◽  
Sharina Munggaraning Westhisi

The importance of numeracy skills for early childhood does not need to be doubted, because almost every life can not be separated from the calculated dimensions of counting. Media has an important role in learning, one of which is a clip that can develop numeracy skills in children. From the results of observations made, 18 out of 25 children still cannot master numeracy. This study used a quasi-experimental method involving 5-6 years old B group children with two classes namely the executive class and control. From the results of the study before applying it (pre test) the results of the normality tests of the experimental and control classes showed results of 0.021 <0.05 and the normality results of the control class 0.012 <0.05, the experimental Pre Test results and controls were not normally distributed. When viewed from the results of the Mann Withney test that the Mann Whitney Pre Test there were no differences in the initial abilities of the control class and the experimental class. Then from the results of the Man Whitney Post Test the experimental and control classes 0,000 because <0.05 the results of the Man Whitney Post Test there were differences in the ability to count after being given treatment. From the results of the Pre Test and Post Test. The conclusion of this study is that the tongs learning media can improve numeracy skills in early childhood.Pentingnya kemampuan berhitung untuk anak usia dini tidak perlu diragukan lagi, sebab hampir setiap kehidupan tidak mungkin lepas dari dimensi hitung menghitung. Media memiliki peranan penting dalam pembelajaran salah satunya jepitan yang dapat mengembangkan kemampuan berhitung pada anak. Dari hasil observasi yang telah dilakukan, 18 dari 25 anak masih belum bisa menguasai berhitung. Penelitian ini menggunakan metode kuasi eksperimen yang melibatkan anak usia dini kelompok B usia 5-6 tahun dengan dua kelas yaitu kelas ekprimen dan kontrol. Dari hasil penelitian sebelum diterapkannya (pre tes) hasil dari uji normalitas kelas eksperimen dan kontrol menunjukkan hasil 0,021  0,05 dan hasil normalitas dari kelas kontrol 0.012  0,05 maka data hasil Pre Test eksperimen dan kontrol sama-sama tidak berdistribusi normal. Jika dilihat dari hasil uji Mann Withney bahwa Pre Test Mann Whitney tidak terdapat perbedaan kemampuan awal dari kelas kontrol maupun kelas eksperimen. Kemudian dari hasil Post Test uji Man Whitney kelas ekperimen dan kontrol 0,000 karena  0,05 hasil Post Test Man Whitney terdapat perbedaan kemamampuan berhitung setelah diberikan perlakuan. Dari hasil Pre Test dan Post Test. Kesimpulan dari penelitian ini bahwa media pembelajaran jepitan dapat meningkatkan kemampuan berhitung pada anak usia dini.


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