Jurnal Mahasiswa IKIP Siliwangi
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    PENINGKATAN INTIMASI PERTEMANAN MELALUI PERMAINAN DALAM BIMBINGAN KELOMPOK

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    Penelitian ini bertujuan untuk mengukur peningkatan intimasi pertemanan pada siswa kelas VII di SMP Indralaya Utara melalui permainan kelompok dalam bimbingan kelompok. Metode yang digunakan adalah pra-eksperimental dengan desain penelitian one-group pretest-posttest. Partisipan pada penelitian ini terdiri atas 12 orang siswa yang dipilih secara purposive sampling dari hasil pretest untuk menciptakan kelompok yang heterogen. Instrumen penelitian ini menggunakan angket intimasi pertemanan yang diadaptasi dari Sharabany (1994) dengan reliabilitas α = 0,83. Hasil uji paired sample t-test menunjukkan peningkatan signifikan (t = -5,37, p < 0.001). Rata-rata skor meningkat dari 62,75 (pretest) menjadi 98,58 (posttest), dengan persentase kenaikan sebesar 19%. Temuan ini mendukung penggunaan permainan kelompok sebagai strategi pengembangan keterampilan sosial sekolah terutama intimasi pertemanan siswa

    PERAN KADER BINA KELUARGA LANSIA DALAM MENINGKATKAN KUALITAS HIDUP LANSIA DI SATPEL PPKB KECAMATAN TELAGASARI KABUPATEN KARAWANG

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    AbstrakTujuan dari penelitian ini yaitu, 1) Mendeskripsikan peran kader Bina Keluarga Lansia dalam meningkatkan kualitas hidup lansia dan 2) Mendeskripsikan faktor penghambat dan pendukung kader dalam meningkatkan kualitas hidup lansia. Terbentuknya BKL dilatarbelakangi dengan adanya masalah tingginya angka penduduk lansia yang berakibat tingginya angka konsumsi dibanding produksi, selain itu lansia merasa tidak dihargai, tidak dibutuhkan dan tidak dipedulikan oleh keluarganya. Menggunakan pendekatan kualitatif dengan metode penelitian deskriptif kualitatif. Teknik pengumpulan data observasi, wawancara dan dokumentasi. Subjek penelitian ini adalah 2 orang Kader BKL, 2 orang warga lansia dan 1 orang PLKB. Hasil penelitian yaitu peran kader sebagai pembimbing, motivator, mengelola kelompok BKL, penyuluhan, rujukan lansia. Kesimpulan peran kader telah dilakukan dengan baik sehingga warga lansia mendapat perhatian lebih dari para kader dan kesehatan para lansia juga lebih terkontrol. Untuk faktor pendukung, pemerintah desa, kecamatan serta masyarakat sekitar sangat mendukung kegiatan BKL, sementara faktor penghambat terbatasnya obat yang diberikan, alat transportasi yang kurang memadai serta kurangnya diskusi mengenai pendanaan

    KAJIAN PSIKOLOGIS TERHADAP REALITAS PERKEMBANGAN PESERTA DIDIK

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    This article discusses about the psychological development of students, where psychological development is integrated with activities experienced in daily life, life, and the environment with the natural surroundings continuously and is an inseparable unit. Psychological development is a change that occurs in the individual as a result of the learning process and is adjusted to the conditions of students' psychological development. (Mulyana, 2019) This research was conducted using the library research method, namely by finding and digging up information or data through references or libraries from books or scientific journals. The results of the literature study, it was found that in accordance with the principle of development that physical development is a part related to the cognitive, emotional, social, and moral domains because psychological development will affect children to adjust their development abilities. By paying attention to the psychological aspects of students, this can provide opportunities for students to be able to learn according to their interests, talents, tempo and effective learning methods for them.Keywords: Psychological, Student

    PENGARUH LITERASI DIGITAL TERHADAP KESADARAN WARGA BELAJAR PKBM DALAM PEMANFAATAN TEKNOLOGI DIGITAL

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    The rapid development of digital technology that occurs requires human society to start updating and improving their skills. The users of digital media must be able to develop an evaluative disposition towards digital content. Without critical evaluation, users will be more easily carried away by the flow of technology than controlling it. Therefore, this study seeks to reveal the influence of digital literacy on the digital awareness of PKBM learners. The subjects in this study were determined purposively by determining a quota sample. This study was designed in the form of a mix method with data collection applying observation techniques and questionnaires distribution. The analysis was carried out using interactive model analysis techniques for qualitative data and regression analysis for quantitative data. The results of this study indicate that the mastery of digital literacy by PKBM learners is quite high. Likewise, the digital awareness of learners is generally categorized as good. This is evidenced by the results of the correlation-regression analysis which shows a significant positive influence

    Pembelajaran daring menggunakan pendekatan saintifik melalui media mind mapping pada materi bangun ruang untuk pemahaman siswa kelas 5 SDN Pakuhaji

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    This research is a qualitative descriptive study to prove that the use of mind mapping media is able to help students understand learning, especially in cubes and blocks in online learning. The location of this research is SDN Pakuhaji. This study uses a scientific approach with the steps of stating the problem, collecting information, taking hypotheses, conducting experiments, collecting data, and drawing conclusions. From the results that have been obtained this mind mapping media can help students understand learning. During the pre-test the average score of the students was 2.2, while during the post-test the average score of the students increased by 6.6. There are difficulties experienced by students and writers in carrying out research, including lack of internet data, poor signal, and lack of mobile phone facilities

    Deixis in Indonesian Short Movie "Aku dan Mesin Waktu"

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    This study aimed at analyzing the deixis used in Indonesian short movie Aku dan Mesin Waktu. This short movie was directed by the famous film director Upie Guava that released in 2022. The data was taken from the dialogues of the actors and actresses of the short movie Aku dan Mesin Waktu. The data was collected with a qualitative method. The data was analyzed using Yule’s theory. The result denoted that the three types of deixis according to Yule’s theory were found. The total of the data collected is 192 data. The deixis that is used the most in this short movie is person deixis with 155 words spoken that is classified into three categories; first person, second person, and third person. The second is the temporal deixis in total 30 words, and the least used is spatial deixis with 7 words spoken. Furthermore, this research is expected to give more understanding of deixis in an Indonesian short movie.

    Problem Based Learning with Pop-Up Books to Enhance Reading Abilities Fiction Comprehension and Critical Thinking

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    This research aims to investigate the challenges related to reading comprehension and critical thinking among elementary school students. Specifically, it examines the effectiveness of a pop-up book-assisted problem-based learning model in enhancing sixth-grade students' abilities to read, understand fictional stories, and think critically. Employing a mixed-methods approach with an exploratory sequential design, the study first conducted qualitative research, followed by quantitative research. Qualitative data were collected through observations of teachers and students, while quantitative data were gathered via tests. The qualitative phase yielded a positive outcome, demonstrating an 80% success rate in improving students' reading comprehension and critical thinking skills with the pop-up book-assisted model. The quantitative phase further revealed that students who used this model achieved reading comprehension and critical thinking scores exceeding the minimum completion criterion of 70. Mastery of reading, understanding, and critical thinking is crucial for elementary students as it prepares them for subsequent educational levels

    The Role of Vocabulary and Grammar in Indonesian Language Learning at Schools

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    This study began with the discovery of problems in language learners who often forget the role of acquiring newvocabulary and the application of grammar in its use. The purpose of this study was to determine the Indonesian languagelearning methodology in aspects of acquiring new vocabulary at school and learning grammar in schools. This research method uses the literature study method. The results of this study obtained various kinds of vocabulary and grammarlearning strategies that are suitable to be applied in schools based on their respective roles. The learning strategies are divided into two, namely strategies for vocabulary and strategies for grammar. Vocabulary includes (1) Word list strategy and frequency count (2) Vocabulary and context (3) Vocabulary development and second language acquisition (4)Introducing prepositions and pronouns (5) Channell's strategy compares research into speech errors of native speakers with second language learners (6) Semantic networks and features (7) Memory and vocabulary development (8) Comprehension and product techniques. Meanwhile, the learning of grammar includes (1) traditional language classes (2)The acquisition of a second language and its effect on practice (3) Pedagogical materials and techniques for teaching grammar

    The Effectiveness of Hypothetical Learning Trajectory on Quadrilateral Topics for Junior High School Students

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    Geometry is an essential topic things to needs to be mastered by participants, one of the topics on geometry is quadrilateral. However, in conditions in the field students Still have difficulty understanding quadrilateral topics. Research This aims to design Hypothetical Learning Trajectory (HLT) Quadrilateral Topics for Grade VII Junior High School Students according to with needs of students and appropriate with the process of thinking student with analyze the effectiveness of HLT applied. The method used in the study This is method design research consisting of three stages : (1) preparation experiment to design HLT (2) design experiment that implements HLT which has been designed, and (3) analysis retrospective that analyzes effectiveness HLT applied in learning. Deep data collection techniques study this : (1) Interviews with teachers and students, (2) Observation and observation, and (3) Documentation For analysis and clarifying HLT. Subject study This consists of 20 students of SMPN 2 Cimahi Class VII with characteristics of heterogeneous students with high, medium, and low ability. This article serves results at stage preparation experiment, design experiments, and analysis retrospective as well as analyze HLT material effectiveness quadrilateral. Track design Study includes, objectives learning material quadrilateral, activities and tasks designed learning For material quadrilateral, and hypothesis channel think a student in understanding draft material quadrilateral. The study This produced HLT which consists of a series of activity learning material rectangle on indicator understand properties quadrilateral, and find around quadrilateral. Analysis results show that HLT is designed in study This Still needs development For activities on the topic properties square, but gives change positive to student class VII in understanding draft around quadrilateral. Analysis results effectiveness reviewed from completeness Study produced by 85% of studes Already achieve KKM on the material quadrilateral, thing This show that the HLT was designed Already effective applied in learning

    Permainan Tradisional: Implementasi Permainan Kelereng untuk Meningkatkan Kemampuan Motorik Halus Anak Usia Dini

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    Bertolak dari permasalahan pokok rendahnya kemampuan motorik halus peserta didik di TK Cerdas Cendekia yang belum memenuhi standar tingkat pencapaian perkembangan anak (STPPA), anak cepat lelah saat berkegiatan yang berhubungan dengan jari tangan, adanya anak belum dapat memegang pensil dengan baik dan benar, maka peneliti melakukan penelitian melalui kegiatan permainan tradisional kelereng, karena permainan ini melibatkan aktivitas otot-kecil seperti otot jari tangan dan melibatkan gerakan mata dan tangan secara bersamaan saat mencentang kelereng. Tujuan dari penelitian ini adalah untuk mengetahui perkembangan keterampilan motorik halus pada anak usia dini melalui bermain kelereng. Penelitian ini menggunakan metode deskriptif kualitatif, yaitu mendeskripsikan penelitian yang akan dilakukan melalui teknik pengumpulan data dengan menggunakan metode observasi, wawancara dan dokumenter. dengan subjek penelitian dua orang guru dan 11 orang anak, di Kelompok B, TK Cerdas Cendekia. Adapun analisis data menggunakan reduksi data, display data dan kesimpulan. Hasil yang diperoleh dari 11 anak enam kali pertemuan diperoleh permainan tradisional kelereng, terdapat peningkatan pada perkembangan motorik halus anak, menjadi empat anak berkembang sangat baik, enam anak berkembang sesuai harapan, satu anak mulai berkembang sehingga dapat dijadikan panduan untuk orang tua dan guru bahwa permainan ini dapat digunakan untuk menstimulasi perkembangan motorik halus anak. Starting from the main problem with the low fine motor skills of students at Smart Scholar Kindergarten who do not yet meet the child development achievement level standards, is children get tired quickly when doing activities related to their fingers; some children cannot hold a pencil properly, and correctly, so the researcher conducted research using the traditional game of marbles because this game involves small muscle activity such as finger muscles and involves eye and hand movements simultaneously when ticking marbles. This research aims to determine the development of fine motor skills in young children through playing with marbles. This research uses a qualitative descriptive method, namely describing the research that will be carried out through data collection techniques using observation, interviews, and documentary methods with research subjects of two teachers and 11 children in Group B, Smart Scholar Kindergarten. The data analysis uses data reduction, data display, and conclusions. The results obtained from 11 children in six meetings obtained the traditional game of marbles; there was an increase in the development of children's fine motor skills; four children developed very well, six children developed according to expectations, and one child began to develop so that it can be used as a guide for parents and teachers that this game can be used to stimulate children's fine motor development.Bertolak dari permasalahan pokok yaitu mengenai perkembangan motorik halus peserta didik di TK Cerdas Cendekia, yang belum memenuhi standar, maka peneliti bertujuan untuk mengetahui apakah permainan tradisional kelereng dapat meningkatkan kemampuan motorik halus anak usia dini. Permainan kelereng merupakan salah satu permainan tradisional yang melibatkan aktifitas otot-kecil seperti otot jari tangan. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif yang bermakna mendeskripsikan suatu penelitian yang sedang dilaksanakan dengan teknik pengambilan data menggunakan metode observasi, wawancara dan dokumentasi, dengan subjek penelitian adalah 2 orang guru di kelompok B, 11 orang peserta didik yang terdiri dari 4 orang perempuan dan 7 orang anak laki-laki, di Kelompk B, TK Cerdas Cendekia, Sariwangi, Kabupaten Bandung Barat. Adapun analisis data menggunakan reduksi data, display data dan kesimpulan. Hasil yang diperoleh dari penelitian menunjukan bahwa permainan tradisional kelereng dapat berpengaruh terhadap perkembangan motorik halus anak dari penilaian awal belum berkembang (BB) sampai akhir nilai perkembangannya mencapai Berkembang Sesuai Harapan (BSH), sehingga dapat dijadikan bahan edukasi bagi orang tua untuk menggunakan permainan ini  untuk menstimulasi perkembangan motorik halus anak

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