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Published By Fakultas Ilmu Komputer Universitas Narotama

2580-5851

MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 161-172
Author(s):  
Varia Virdania Virdaus

Language is used for communication which allows people say things to each other and express their communicative needs. Language learners are aware that to understand the informal form of conversation used by native speakers of English, they need information and guidance to assist them in using the appropriate idioms in a given situation. English songs are one of the media of introducing and reviewing vocabulary, including idiomatic expressions. The purpose of this study is to find out and explain the meaning of idiomatic expressions in Charlie Puth’s song lyrics in album Nine Track Mind 2016. The type of data used in this study was a descriptive quantitative method because to the point out about collects, analysis, describes, identifies the idiomatic expression in Charlie Puth’s album, and to count of idiomatic expression.   Key Words: Idiom, Lyric, Charlie Puth, Nine Track Mind Album


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 110-119
Author(s):  
RODIYAH .

This study aims to improve the process and outcomes of learning as an effort to improve gross motor skills on Early Childhood at PPT Madani Surabaya. This research is a classroom action research conducted in the third cycle, the subjects in this study is a on Early Childhood PPT Madani Suabay academic year 2018/2019. The 15 Early Childhood consisting of 11 men and 4 women. Data collected through the performance, observation and documentation. Data analysis techniques done by using simple descriptive statistics, the data were analyzed quantitatively and qualitatively. The results of this study bring addressing the gross motor skills of early childhood can be enhanced through the traditional hopscotch game. The increase in gross motor skills of Early Childhood in its entirety before any action to increase from 44.4% with unfavorable category, to 55% with the category enough in the first cycle, being 93.3% with both categories at the second cycle. Keyword: Early Childhood, Gross Motor Skill, Engklek Traditional Games


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 154-160
Author(s):  
Andini Dwi Arumsari ◽  
Vina Mayangsari Putri

Assessment is a process to find out a person's ability, to a competency, based on the evidence. Basically, it is a process of searching for evidence. Meanwhile, development is a process that occurs in every human being. In this period, human development is closely related to the level of maturity. Changes made progressively and systematically in humans. Then the younger children have more than 6 years of age. Where children are still experiencing a lot of development. Assessment conducted on AUD to support the development of children since AUD, so that parents and teachers are able to provide appropriate stimulus and intervention to children Keywords: educational games, memorizing, numbers 1-20


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 147-153
Author(s):  
Muchamad Arif ◽  
Ida Ayu Puspita Sari ◽  
Lukman Junaedi ◽  
Rofik Jalal Rosyanafi

This study aimed to determine the use of educational games to improve memorization of 1-20 numbers in TK Diponegoro Surabaya. This school is located at Jalan Kedung Sroko No.17 Surabaya. The sample of this study was the children of B group Diponegoro Kindergarten. The authors used descriptive qualitative methods. The author focused on how to apply the use of educational games to improve memorization numbers 1-20 at Tk Diponegoro Surabaya. The author made observations during the 3x meeting. Each meeting, they play a different educational game but with the same content. The subject of the research was Diponegoro Kindergarten with 20 students. The results showed that students were very enthusiastic in learning to memorize numbers 1-20 as well as improving children's fine motor skills.. Keywords: educational games, memorizing, numbers 1-20


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 139-146
Author(s):  
SUJATI .

The current phenomenon in the education system only emphasizes cognitive abilities. In connection with this, the researchers conducted research by developing the creativity of children in the 3-4 year age group at PPT Madani. The purpose of this study is to increase the creativity of students using POPING (banana tree) media.The type of research used was the design of Kemmis and Mc Taggart and carried out in two cycles. The data collection technique used was observation to determine the fluency and originality aspects and interviews to find out flexibility and elaboration. Data analysis techniques in this study are qualitative descriptive and quantitative description of percentages.The improvement results are shown in cycle I and cycle II are known to increase from 50% to 85%. It can be concluded that students' creativity in making toys from POPING (banana tree) is very high. Keywords: creativity, POPING (banana tree)


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 130-138
Author(s):  
Sri Karmiati

Abstract This study aims to determine the increase in the ability to think logically children aged 3-4 years in PPT Kenjeran Surabaya through the application of the Guided Discovery Method. This type of research is classroom action research with subjects of 15 children aged 3-4 years and the object is the application of guided discovery methods in improving logical thinking skills. Data collection using the method of observation, interviews and documentation. The data collected is analyzed and reflected descriptively quantitatively. The results showed that in the first cycle of action as many as 4 children (25%) the ability of logical thinking children develop very well (BSB) this shows that the level of children's logical thinking ability is still low. Actions in cycle II have an increase in the ability to think logically by 13 children (80%) with very well developed criteria (BSB). So it can be concluded that the application of the Guided Discovery Method in improving the logical thinking ability of children aged 3-4 years in PPT Lotus Surabaya can be applied with good results. Key words: Guided Discovery Method, logical thinking


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 120-129
Author(s):  
Eny Ariyanti

This research aims to improve children's interpersonal intelligence group A Kindergarten school year Sartiasari 2018-2019 by using a flashcard learning emoji. This research is a Research Action Class (PTK) conducted two cycles. The subject in this study A group of Kindergaten  children Sartiasari Surabaya with age 4-5 years totalling 28 children. The object in this study was interpersonal intelligence. Data collection techniques in the study by observation and documentation. Research instrument used observation and guidance on analysis in quantitative descriptive. The results showed the ability of interpersonal intelligence of children can be improved through learning flashcard emoji. Kids are invited to know the range of expression flashcard emoji, emoji range expressions mimicked the flashcard, classify and guess her friend's expression with a flashcard emoji. The ability to know the range of expression on pre cycle reached 35.6%, then in the cycle I completeness average percentage of learning increased to 46.42% and the average percentage of completeness study on cycle II increased to 85.71%. Improvement of pre cycle to cycle I of 10.82%, and an increase from cycle I to cycle  II amounted to 39.29%. Key words: interpersonal intelligence, flashcard emoji, kindergarten


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 100-109
Author(s):  
Ilya Hidayati

cognitive understanding to recognize geometric shapes. To overcome this problem, researcher tried to deliver learning through the kinetic sand medium that can be one of the interesting alternative to be a learning medium. This study used a Class Action Research (CAR) method. The results showed a gradual improvement in the ability to recognize geometric shapes by playing kinetic sand. The increased ability to know the geometric shapes can be seen on the indicator of the ability to know, understand, and apply of the geometric shapes in playing. Children's ability to recognize shapes through playing the geometric kinetic sand was increased from 27.7% (pre-action stage) to 56% (in the first cycle) and increased to 85% (the second cycle). The steps that can improving the ability to recognize geometric shapes through the playing medium of kinetic sand are through recognizing the shapes of circles, triangles, quadrangles, rectangles, grouping large and small, grouping objects according to their shape, knowing the process (the causes-effects), and the enthusiasm of children in carrying out activities from the beginning to the end. Keywords: kinetic sand, learning medium, cognitive development.


MOTORIC ◽  
2019 ◽  
Vol 3 (2) ◽  
pp. 55-64
Author(s):  
Masruroh .

One of the obstacles that researchers encountered in PPT Mawar 01 is the lack of understanding of the child's cognitive to recognize geometric shapes and distinguish similar size. Researcher overcome this problem through the geometry beam game as it can be one attractive alternative as a learning medium. Result of the research using ClassAction Research indicates a gradual improvement in children's ability to recognize geometric shapes. Increased ability to know the geometric shapes seen on the indicator of the ability to know, understand, and apply the geometric shapes in play. Before the given action, the value of the average grade of 33%. After giving the action through learning by applying beam game in Cycle I value the class average increased to 60% and in Cycle II class average value increased by 87% to reach the 75% indicator of success. Its showed that learning with games beam geometry of color can enhance early childhood cognitive development on material familiar geometric shapes. Keywords: geometry beam, medium of learning, cognitive development


MOTORIC ◽  
2019 ◽  
Vol 3 (2) ◽  
pp. 92-99
Author(s):  
Siti Nur Hidayati ◽  
Muchamad Arif ◽  
Varia Virdania Virdaus ◽  
Andini Dwi Arumsari

This study aims to determine the effectiveness of traffic driving simulations at Qilpi Al Jihad Kindergarten in Surabaya. The author uses a qualitative descriptive method. The author focuses on applying traffic driving simulations with used media to improve discipline in children from an early age. The author observes 4 times meetings. Each of their meetings plays a different role but with the same content. Media used materials used are available at school and have been adapted to the material being taught. The research subjects were the Qilpi Al Jihad Surabaya Kindergarten which numbered 14 students. All students use media from used materials at each meeting for 30 minutes. The results showed that learning media through varied media used materials will make children more enthusiastic and enthusiastic to learn because it is not boring. However, for children who do not understand the traffic signs and regulations that have been explained by the teacher, they will experience difficulties and confusion. Keywords: driving simulation, training discipline in early childhood, gross motoric


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