4 research outputs found

    PENINGKATAN KEMAMPUAN BERHITUNG PERMULAAN (1-10) MELALUI MEDIA PAPAN FLANEL SISWA ANAK TUNAGRAHITA KELAS 2 SLB IDHATI PARANG MAGETAN

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    RINGKASAN PENINGKATAN KEMAMPUAN BERHITUNG PERMULAAN (1-10) MELALUI MEDIA PAPAN FLANEL SISWA ANAK TUNAGRAHITA KELAS 2 SLB IDHATI PARANG MAGETAN Oleh Addy Septyawan NIM. 160154608883 Kemampuan berhitung atau membilang anak tuna grahita belum optimal karena pembelajaran belum menggunakan media objek nyata. Oleh karena itu, penelitian ini bertujuan untuk meningkatkan kemampuan berhitung atau membilang anak tuna grahita melalui media papan flanel. Jenis penelitian ini merupakan penelitian tindakan kelas. Penelitian dilaksanakan dalam dua siklus yang masing-masing terdiri dari tahap perencanaan, pelaksanaan, observasi dan refleksi. Subyek penelitian adalah anak tuna grahita yang berjumlah 3 anak, terdiri dari 3 laki-laki di SLB Idhati Parang Magetan. Obyek penelitian ini yaitu kemampuan berhitung atau membilang (1-10) melalui media papan flanel. Metode pengumpulan data adalah observasi. Analisis data yang digunakan adalah deskriptif kuantitatif. Hasil penelitian menunjukkan adanya peningkatan persentase disetiap indikator yang dinilai. Berdasarkan kriteria Belum Berkembang (BB), Mulai Berkembang (MB), Berkembang Sesuai Harapan (BSH) dan Berkembang Sangat Baik (BSB) maka persentase pencapaian anak dalam satu kelas untuk indikator membilang dengan menunjuk benda (1-10) pada pra siklus yaitu 41,6% (MB), Siklus I 70,83% (BSH) dan Siklus II 91,66% (BSB).  Indikator membuat urutan bilangan (1-10) pada pra siklus 33,33% (MB), Siklus I 50% (BSH) dan Siklus II 79,16% (BSB). Indikator menunjukkan lambang bilangan (1-10) pada pra siklus 41,6% (MB), Siklus I 66,66% (BSH) dan Siklus II 83,33% (BSB). Indikator memasangkan benda dengan lambang bilangan (1-10) pada pra siklus 25% (MB), Siklus I 50% (BSH) dan Siklus II 75% (BSB). Dapat disimpulkan bahwa media papan flanel meningkatkan kemampuan berhitung anak. Kata kunci: berhitung atau membilang permulaan, papan flanel, tunagrahita ringa

    Meningkatkan Keterampilan Membaca dan Computational Thinking Siswa Melalui Media Pembelajaran Berbasis Visual Kontekstual

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    This research aims to improve students' reading and computational thinking skills through the use of contextual visual-based learning media. Contextual visuals can help students understand the meaning of texts, increase their interest in reading, and increase their motivation to read. This study uses a literature review method with a qualitative approach. The data sources in this study are literature relevant to the research theme, such as scientific journals, books, scientific articles, trusted websites, and research reports. The data collection technique in this study is a documentation study, namely by collecting and analyzing various relevant literature. The data analysis technique in this study is content analysis, namely by identifying, categorizing, and interpreting the content of various literature that has been collected. The results of the study show that the use of contextual visual-based learning media is effective in improving students' reading and computational thinking skills. First, this study shows that contextual visuals can be an effective tool to improve students' reading and computational thinking skills. Second, this study guides teachers in using contextual visuals in reading learning. Third, this study encourages further research on the use of contextual visual-based learning media in other subjects

    PENINGKATAN KOMPETENSI GURU MTSN SE-KABUPATEN NGAWI MELALUI PENYUSUNAN BEST PRACTICE DAN PUBLIKASI ILMIAH

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    Kegiatan ini bertujuan untuk meningkatkan kompetensi guru MTsN di Kabupaten Ngawi dalam menyusun best practice dan mempublikasikan karya ilmiah. Melalui pelatihan intensif dan pendampingan langsung, guru-guru dibekali dengan keterampilan yang dibutuhkan untuk menyusun artikel ilmiah yang berkualitas. Data dikumpulkan melalui observasi partisipatif, wawancara terstruktur, kuesioner, dan dokumentasi. Hasil menunjukkan peningkatan signifikan dalam pemahaman dan keterampilan guru dalam menyusun best practice dan artikel ilmiah. Pelatihan dan pendampingan langsung efektif meningkatkan kompetensi guru, dan disarankan agar pihak sekolah dan dinas pendidikan terus memberikan dukungan berkelanjutan

    Development of Colour Jump Ball Learning Media to Introduce Colour and Geometric Shapes in Early Childhood

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    This research aims to develop and test the effectiveness of Color Jump Ball as a learning medium in introducing the concept of color and geometric shapes to early childhood. The method used is research and development (R&D) with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of the study were 15 children aged 3–4 years who attended TAUD Saqu Madiun. The object of the research is an innovative learning medium in the form of Color Jump Ball. Data was collected through questionnaires, interviews, and observations. The validation results showed that this media is very feasible to use, with a validity rate of 93% of the subject matter experts and the validity of the media experts of 94%. The practicality test showed a significant increase, from 70.20 in the initial field trial to 90.36 in the main field trial. The effectiveness test using the t-test yielded a calculated t-value of 8.516, far exceeding the t-table of 0.443, indicating that the use of Color Jump Ball is effective in improving color recognition and geometric shapes in early childhood. The main contribution of this research is the development of educational learning media that is innovative, interactive, and easy to apply in the context of early childhood education. Color Jump Ball has proven to be not only valid and practical, but also effective in supporting children's cognitive development in the basic aspects of color recognition and shapes
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