The Implementation of Puzzle as a Learning Media to Introduce the Color Concept to Class B Students of Munatuan Early Childhood Education (PAUD) in Kupang District

2020 ◽  
Vol 6 ◽  
pp. 00012
Author(s):  
Abdul Syukur ◽  
Santri E. P. ◽  
Maria Goreti Leba

This study discusses the implementation of puzzle as a learning media to introduce the concept of color to children in PAUD Munatuan. The main problem of this research is how to introduce the concept of color to children through puzzle learning media. The purpose of this study is to figure out how to introduce the concept of color to children through the use of puzzle learning media in PAUD Munatuan. This is a classroom action research that consists of 4 stages in each cycle, namely planning, implementation, observation, and reflection. Introducing the concept of color to children using puzzle learning media has been the focus of this research and the students of class B in PAUD Munatuan have been involved as research subjects. There have been 14 children selected to take part in this study. The data has been collected through observation and performance. The results of the data calculation show the following average scores: 43.55% for pre-cycle, 54.50% for the first cycle, and 83.80% for the second cycle. Looking at the scores, it can be concluded that in general, these children can recognize colors by using puzzle learning media.

2019 ◽  
Vol 3 (1) ◽  
pp. 102
Author(s):  
Putu Indah Lestari ◽  
Elizabeth Prima

This study aimed to determine the implementation of the Balinese congklak game (maciwa) in improving the development of early childhood symbolic thinking. This research was carried out in B1 TK Alit Kirana children in the academic year 2018/2019. This research design was Classroom Action Research using the observation method. The subjects of this classroom action research were 18 students of Group B1 TK Alit Kirana consisting of 10 males and 8 females. The objective of this research was the implementation of the Balinese congklak (maciwa) game to improve the development of symbolic thinking in early childhood. The results obtained in Cycle I showed that, 66.67% had achieved mastery learning, in Cycle II showed that 88.89% had achieved learning completeness. There was an improvement in the development of child symbolic thinking by 22.22% from Cycle I to Cycle II. This means that the implementation of the Balinese congklak game (maciwa) could improve the development of children's symbolic thinking. The Balinese congklak game can be piloted in other areas of development skill in early childhood education


2019 ◽  
Vol 2 (5) ◽  
pp. 276 ◽  
Author(s):  
Muniroh Munawar ◽  
Fenny Roshayanti ◽  
Sugiyanti Sugiyanti

Learning in Early Childhood Education (ECE) today should adjust the 21st century competency framework. In this case, learning innovation is needed to actualize a generation that is creative, innovative, critical thinking, able to communicate and collaborate. STEAM (Science Technology Engineering Art Mathematics) - based ECE learning is currently seen as an approach that aims to stimulate creativity and  prepare children in a world of work that is full of innovation and invention. Research shows that there is a positive relationship between STEAM experience at early age and school success in the future. The purpose of this study is to describe the implementation of STEAM-based ECE learning in Semarang City. Three ECE schools that have implemented STEAM-based learning in Semarang City were included as research subjects. The research methods used were qualitative with observation, interview and documentation as a data collection technique. The research focus of the research results include: 1) Story times in STEAM class, 2) STEAM Processes in learning, 3) STEAM activities in class. Data analysis results show that the implementation of STEAM-based learning is not fully integrated, so assistance by expert teams is needed and there is no  comprehensive learning media tool.Pembelajaran di PAUD sekarang ini hendaknya menyesuaikan kerangka kompetensi abad 21, dimana inovasi pembelajaran sangat dibutuhkan untuk mewujudkan generasi yang kreatif, inovatif, berpikir kritis, mampu berkomunikasi dan berkolaborasi. Akhir-akhir ini STEAM (Science Technology Engineering Art Mathematics) dipandang sebagai sebuah pendekatan untuk menyiapkan generasi abad 21, yang bertujuan untuk menstimulasi kreativitas, menyiapkan anak-anak dalam dunia kerja yang penuh inovasi dan invensi. Riset menunjukkan bahwa ada hubungan positif antara pengalaman STEAM di awal usia dengan kesuksesan sekolah di masa mendatang. Adapun tujuan penelitian ini adalah untuk mendeskripsikan pelaksanaan pembelajaran STEAM di PAUD. Metode penelitian yang digunakan adalah kualitatif, pengumpulan data dilakukan melalui observasi, wawawancara dan dokumentasi. Sedangkan hasil penelitian ini mendeskripsikan: 1) Storytimes dalam kelas STEAM, 2) STEAM Process dalam pembelajaran, 3) Aktivitas STEAM di kelas. Hasil analisis data menunjukkan bahwa implementasi pembelajaran berbasis STEAM tidak sepenuhnya terintegrasi, sehingga diperlukan bantuan oleh tim ahli dan tidak ada alat media pembelajaran yang komprehensif.


Author(s):  
Fumiko Masaki

In childhood education, a behaviorist approach (a mixture of praise and punishment) has been used for student target behaviors; however, the results have not been consistent. This study investigated how a constructivist approach would work in the same setting. The participant was a four-year-old student who showed target behaviors with negative attention-seeking and avoidance of self-regulation; three teachers and the author worked with him on collaborative action research. We treated him using the behaviorist approach in the first cycle of intervention. It seemed to work on the surface but was not helping him become autonomously self-regulated; his surroundings learned to remove the antecedents. We took the constructivist approach for the second cycle of intervention, wherein the student was provided opportunities to build puzzle pictures and give them to his teachers or friends. The teacher’s scaffolding helped him complete the task, perceive his competence, and aim for even bigger challenges. Through his efforts, he experienced making others happy, and as the growing-giving mindset was fostered, the target behaviors were decreased.


2021 ◽  
Vol 1 (2) ◽  
pp. 88-114
Author(s):  
Dwi Putriyanti ◽  
Issaura Dwi Selvi

Each child has a different character. In this case, the role of the family, especially the mother, is very supportive of the child in instilling the child's character according to his potential. The purpose of this study was to improve the character of children's courage through their mother tongue by using the classroom action research method conducted at Aisyiyah Bustanul Athfal Kindergarten in Sungai Pinang Ogan Ilir by researching two cycles consisting of 3 meetings with planning, implementation, observation and reflection stages. Based on the research results in the first cycle, the minimum category developed as expected 67%, with the dominant indicator appearing as the attitude of doing something without worrying about the difficulties. In comparison, the minimum category increased to 87% in the second cycle, indicating that the child can face something with great confidence and great results. This shows that using the mother tongue can improve the character of the courage of early childhood.


2020 ◽  
Vol 7 (1) ◽  
pp. 143-148
Author(s):  
Upus Piatun Khodijah ◽  
Mega Mega ◽  
Erliana Ulfah

One of the development information technology and communication is the  development of telecomunication technology of Smartphone. The smartphone has the ability of functions and uses  similarly like computer. The impacts of using Smartphone to childhood  cause worriness because they are unstable enough, they have very high curiousity and influence to the effect of increasing their consumtive character. The aims of this research were to analyze the influence of using smartphone to the development of  pre school aged children at Kindergarten School and Early Childhood Education of Permata Hati Cijelag, Tomo Village, Subdistrict Tomo, Sumedang Regency. This research used quantitative method. Sampling taking in this research used nonprobability sampling by using  total sampling, the respondents in this research were pre school aged children in Kindergarten School and Early  Childhood Education Permata Hati Cijelag, Tomo Village, Subdistrict Tomo, Sumedang Regency in 2019. The research subjects  were pre school aged children in Kindergarten School and Early  Childhood Education Permata Hati Cijelag, Tomo Village, Subdistrict Tomo, Sumedang Regency as many as 30 children. Statististicstesting before data analysis gained made a normality test by Saphiro Wilk, then data distributed normally thus the next test did  independent t test  with significance p<0,05. The research result showed that there are influences of using Smartphone to the development of pre school aged children with significant score (r) = 0,02 < 0,05. The research result showed that there are influences of using Smartphone to the development of pre school aged children.


2019 ◽  
Vol 1 (4) ◽  
pp. 21
Author(s):  
Lina Oktariani Utami ◽  
Indah Sari Utami

This research originated from the problem of low logical mathematical abilities of children and Bandung. This is what underlies the formulation of the problem (1) What is the objective condition of the logical mathematical abilities of early childhood in group A TK Nasywa Bandung? (2) How does the implementation of early childhood logical mathematical ability learning through cubical blocks in group A TK Nasywa Bandung? (3) How to improve the logical mathematical abilities of early childhood after using cuboid beam media in group A Nasywa Bandung Kindergarten? The research objective was to obtain an overview of the use of cubic beam media to improve the logical mathematical abilities of early childhood in group A Nasywa Kindergarten Bandung. The method used in this research is classroom action research (CAR), which is carried out in three cycles using 12 research subjects. This study uses data collection techniques, observation and documentation. Preliminary observations of logical mathematical abilities with an assessment of Not Developing amounted to 73%, Started to Grow by 26% and Developed Very Good by 1%. However, after using cubical beam media, children's logical mathematical abilities show optimal abilities. Percentage of logical mathematical ability of children of assessment has not developed by 0%, started to develop by 25% and develops very well by 75%. Based on these data, recommendations given to child educators can be an alternative medium to improve the logical mathematical abilities of early childhood.


2018 ◽  
Vol 1 (2) ◽  
pp. 32-44
Author(s):  
Rika - Mardiah ◽  
Hanita Hanita ◽  
Farny Sutriany Jafar

The researcher observed that students in Group B at TK Tunas Bangsa Kerta Buana Tenggarong Seberang had problems in replicating shapes. Therefore, to solve the problem, the researcher conducted a classroom action research, with purpose, to find out whether the implementation of gradation learning strategy by utilizing plasticine as the media of learning is able to enhance students’ ability in making shape replication. Moreover, the researcher involved 12 students; 7 males and 5 females, as the research subjects. To collect the data, the researcher employed observation and documentation technique during two cycles. It is important to note that each cycle consists of planning, implementation, observation and reflection. Meanwhile, for data analysis, the researcher applied percentages. Students’ ability in replicating shapes is measured based on five aspects; 1) ability in replicating the determined shape, 2) tidiness, 3) speed, 4) creation, and 5) accomplishing task without teacher’s help. At the first cycle, 27.77% were able to replicate the determined pattern. In the same way, 34.72% students were able to perform the task tidily. Regarding to speed aspect, 27.77% managed to finish the task fast. 38.88% students showed creativity in replicating various shapes, and 29.16% managed to accomplish the task independently. In brief, the percentage of success at Cycle 1 reached 63,31%, which means, the students were developed as expected. Furthermore, at Cycle 2, students experienced progress in each aspect. 44.44% students were able to reproduce shape which had been determined. 43% students managed to show the aspect of tidiness in replication. 37.49% managed to do the task fast. 37.49% students affirmed creativity in creating various shapes, and 37.49% were able to replicate the shapes without help from the teacher. Concisely, in Cycle 2, students’ ability in replicating shapes increased and reached 81%. It can be said that the students were developed very well in terms of replicating shapes.In conclusion, gradation learning strategy is effective for improving students’ ability in replicating shapes. Therefore, it is suggested for teachers to use this strategy later on.


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