Publikasi S2 Pendidikan Dasar

Year Title Description Publisher Author(s)
2018 Developing Science and Creativity Through the Water Playing Exploratory Game
This research aims to review (1) the influence of water-playing exploratory game to the children’s science ability,(2) the influence of water-playing exploratory game to the children’s creativity. The researcher is choosing an exploratory game to develop children’s science and creativity between 5 to 6 years old in order to have an ability in solving a simple problem, understanding the concept of nature, generating ideas or new work product. The method of this research is quasi-experimental with experimental and control group design. The samples of this research are 125 students in Sukolilo Surabaya. In this research, observation and documentation are used for data collection technique. The result shows that the experimental group’s science and creativity is greater than the control one. The researcher recommends to every institution in kindergarten to develop the exploratory game by taking advantage of a natural environment that is water as the source of learning, because water-playing exploratory game is proven effective to develop children’s science and creativity.
2nd International Conference on Education Innovation (ICEI 2018), 72-75, 2018
2018 Development of Problem-Based Learning Models to Increase Learning Outcomes in the Subtheme “My Residence”
The purpose of developing learning tools by using problem-based learning model is to obtain a feasible, practical, and effective product. The development procedure uses Thiagarajan's 4-D (Four-D Model), Semmel & Semmel (1974) model adopted from Ibrahim (2008). The development procedure consists of 3 stages: Define, Design, Development. The lessons developed include implementation of lesson plan, students' worksheet, students' teaching material, and learning outcome test. The finding indicates that the device was valid, with lesson plan validation 80.6%, worksheet 78.4%, BAS 80% and THB 79%, thus, the validity of all learning devices reached 79.5%, which falls to good criteria. In the test results, the control class reached 76% completeness, while the experimental class reached 90%.
2nd International Conference on Education Innovation (ICEI 2018), 202-204, 2018
2018 The Effect of Softbook on Cognitive and Social Development of 4-5 Years Old Children
This study aims to determine the influence of the softbook on cognitive and social-emotional development of 4-5 years old children. This research is included in quantitative research that is quasi-experimental using non-equivalent control group design. The result of the research is a busy book including one instructional media that can facilitate cognitive and social-emotional development of children. Therefore, it can be concluded that there is an influence of the busy book on cognitive and social-emotional development for A-level children.
2nd International Conference on Education Innovation (ICEI 2018), 295-297, 2018
2018 The effect of geometry box media on the ability to know the concept of numbers and geometric shapes
This research aims to know the influence of geometry box media against the ability to know the concept of numbers and geometric shapes in the group A. This research is quantitative approach with the types of experimental quasy research using non-equivalent control group design. Media of geometry box includes one media that can facilitate the learning of cognitive development of the child with regard to geometric shapes and numbers. Therefore, it can be concluded that the influence of the media affects students to know the concept of numbers and geometric shapes in the group A.
2nd International Conference on Education Innovation (ICEI 2018), 185-188, 2018
2018 Make and match method supported by picture media to improve students' learning activity
This research aims to describe the increase of students' activity through the application of make and match method supported by picture media. This research is a Classroom Action Research with descriptive quantitative approach. Observation and documentation were used in collecting the data. The data obtained were then analyzed and described in descriptive quantitative form. The research was conducted in 2 cycles. After applying make and match method supported by the picture media, the researcher got the result according to the success indicator. The observation result of students' learning activity increased from 76, 3% in cycle I to 92% in cycle II which belonged to very good category. It can be concluded thatapplying make and match method supported by picture media can improve students' learning activity.
1st International Conference on Education Innovation (ICEI 2017), 276-279, 2018
2018 The Effectiveness of course review horay cooperative learning model for elementary school students
This study aims at evaluating the effectiveness of review horay cooperative learning model with power point media to improve critical thinking skills and student activities. The research used evaluation sheet and observation sheet. The participants were 50 fourth grade elementary school students in Sidodadi Elementary School, Surabaya, who were divided into two classes. This study found that Course Review Horay with power point media was effective in two parameters. The first parameter was the student activity which showed that the students were actively involved during the learning activities. The second parameter was the critical thinking skills which explained that all the phases in the Course Review Horay model with power point were at a very good level. Their dominant activities were solving problems, discussing, and collaborating. The finding of the evaluation of this model and media had been effectively applied in elementary schools.
2nd International Conference on Education Innovation (ICEI 2018), 377-381, 2018
2018 The effect of geometric puzzle game towards children’s recognition of geometric shapes and fine motor
The research found that the children’s recognition of geometric shapes and fine motor in Group A was low. Such finding was caused by the classical method of learning applied in the classroom such as lecturing and having the children do worksheets so that the learning activities were not attractive as well as less innovative. This research aims at knowing the influence of the puzzle game about geometry towards the ability to know the geometric shapes and fine motor of older group of children. The research used was quantitative method with quasi experimental as the design with the use of non-equivalent control group design. This study involved 103 children from some kindergartens in Surabaya. The data were collected using observation sheets and documentation. The results of this study showed that the children in the experimental group showed greater ability to know the geometric shapes and fine motor compared to the children in the control group. In addition, the geometric puzzle game proved that it was an effective way to help students with the ability to know the geometric shapes and fine motor.
2nd International Conference on Education Innovation (ICEI 2018), 340-342, 2018
2018 Development of Active Learning-Oriented Textbook of Early Childhood Education Lesson Plan Subject
The aim of this research is to describe: 1) the result of development of active learning oriented textbook of early childhood education lesson plan subject. 2) the properness of developing of active learning oriented textbook for early childhood education lesson plan subject. The research method that used is the adapted R&D research by Dick&Carrey. The research subject is 70 early childhood education student of State University of Malang. Interview sheets and questionnaire are used as data collecting instrument. Data analysis technique for this research is quantitative descriptive dan qualitative descriptive technique. Research result shows that the developing of this textbook is adjusted by need analysis from users, curriculum and learning plan of Early Childhood Education for semester in State University of Malang. Validation result from the book design expert is 91% and the textbook is valid and proper to be used. The lesson plan validation result is 94.12%, valid and proper to be used. The individual trial result is 89.29%, valid and also proper to be used. The trial result for small group is 90.80%, valid and proper to be used. The conclusion is the textbook is proper to be used in lesson plan of Early Childhood Education classes. Suggestion is a wider trial to evaluate the effectiveness of the textbook.
SELING: Jurnal Program Studi PGRA 4 (2), 102-110, 2018
2018 The Effect of Pindan Gonnung Traditional Game Toward Cognitive and Rough Motoric Development in Kindergarten
This research aims to test the effect of
2nd International Conference on Education Innovation (ICEI 2018), 86-88, 2018
2018 Game Lempar Gelang for Problems Know the Concept of Numbers and Emotional Regulation on Child B Group Kindergarten
One of the best strategies for stimulating children's cognitive and emotional development is to play. Playing with children also learns to recognize itself and the world around it by exploring and examining some of the things that are heard, felt and seen. In developing cognitive and emotional needs of a fun activity for children. Playing activities are activities that children love, because playing children can express themselves by exploring his knowledge. Therefore, it is inspired to create an exciting game for children that is a game
2nd International Conference on Education Innovation (ICEI 2018), 213-216, 2018