The ability of empathy is one of the factors that become the basis of the success of social interaction, because in that relationship it is necessary to understand the mutual understanding of feelings and help each other. This research was conducted in TK PGRI SID Sartika District Cineam which aimed to describe the empathy ability of early childhood. Subjects in this study were children aged 5-6 years, amounting to 10 children consisting of 5 boys and 5 girls.This research uses quantitative approach with descriptive research method. Data collection techniques used in this study are observation and field notes. Instruments in this research use observation sheet, field note, and documentation. The results showed that from the analysis of data of empathy ability of children aged 5-6 years in TK PGRI SID Sartika District Cineam include caring attitude, tolerance attitude, and taste grace attitude, get result that the average number of items that appear for children who are at The age range of 5-6 years is 9.5 items / descriptor, hence the average achievement achievement of empathy ability of children aged 5-6 years in TK PGRI SID Sartika District Cineam with total students aged 5-6 years 10 Children get the criteria evaluation Developed As Expectations (BSH).Kemampuan empati merupakan salah satu faktor yang menjadi dasar dari suksesnya interaksi sosial, karena dalam hubungan tersebut diperlukan adanya pengertian untuk saling memahami perasaan dan saling tolong menolong. Penelitian ini dilakukan di TK PGRI SID Sartika Kecamatan Cineam yang bertujuan untuk mendeskripsikan kemampuan empati anak usia dini. Subjek dalam penelitian ini adalah anak usia 5-6 tahun yang berjumlah 10 orang anak terdiri atas 5 orang anak laki-laki dan 5 orang anak perempuan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode penelitian deskriptif. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi dan catatan lapangan. Instrumen dalam penelitian ini menggunakan lembar obsevasi, catatan lapangan, dan dokumentasi. Temuan penelitian menunjukkan bahwa dari hasil analisis data kemampuan empati anak usia 5-6 tahun di TK PGRI SID Sartika Kecamatan Cineam meliputi sikap peduli, sikap toleransi, dan sikap tenggang rasa, mendapatkan hasil bahwa rata-rata jumlah item yang muncul untuk anak yang berada pada rentang usia 5-6 tahun adalah sebanyak 9,5 item/deskriptor, maka dengan demikian diperoleh rata-rata capaian perkembangan kemampuan empati anak usia 5-6 tahun di TK PGRI SID Sartika Kecamatan Cineam dengan total siswa yang berusia 5-6 tahun sebanyak 10 orang mendapatkan kriteria penilaian Berkembang Sesuai Harapan (BSH).
This research is motivated by the widespread use of the gadgets in the community, including the use of gadgets by early childhood. This study aims to describe how the effect of the use of the gadget on the social emotional development of early childhood in group B in RA Baiturrahman Cipedes District Tasikmalaya City. The research method used is descriptive method with ex post facto research type. The sample in this study amounted to 23 people. Data collection techniques used were questionnaires, structured observation and unstructured interviews. Statistical analysis technique used is simple linear regression with significance level α = 5% (0,05). Based on the calculation of simple linear regression test, obtained value of significance of 0.184 and the value of coefficient of determination (R Square) of 0.082 or 8.2%. This indicates that the use of the gadget has a positive effect of 8.2% on the social emotional development of early childhood in group B in RA Baiturrahman Kecamatan Cipedes Kota Tasikmalaya. However, the effect is not significant. Penelitian ini dilatarbelakangi oleh maraknya penggunaan gawai di masyarakat, termasuk penggunaan gawai oleh anak usia dini. Penelitian ini bertujuan untuk mendeskripsikan bagaimana pengaruh penggunaan gawai terhadap perkembangan sosial emosional anak usia dini pada kelompok B di RA Baiturrahman Kecamatan Cipedes Kota Tasikmalaya. Metode penelitian yang digunakan adalah metode deskriptif dengan jenis penelitian ex post facto. Sampel dalam penelitian ini berjumlah 23 orang. Teknik pengumpulan data yang digunakan adalah angket/kuesioner, observasi terstruktur dan wawancara tidak terstruktur. Teknik analisis statistik yang digunakan adalah regresi linier sederhana dengan taraf signifikansi α=5% (0,05). Berdasarkan hasil perhitungan uji regresi linier sederhana, diperoleh nilai signifikansi sebesar 0,184 dan nilai koefisien determinasi (R Square) sebesar 0,082 atau 8,2%. Hal ini menunjukkan bahwa penggunaan gawai memiliki pengaruh positif sebesar 8,2% terhadap perkembangan sosial emosional anak usia dini pada kelompok B di RA Baiturrahman Kecamatan Cipedes Kota Tasikmalaya. Akan tetapi, pengaruh tersebut tidak signifikan.
This paper describes the game-based learning as an affirmation of cultural literacy in elementary school. The low literacy rate of the Indonesian nation, demanding the solution of various lines. The role of academics, including the drafting of various literacy programs as well as product quality. Based on observations, learners (children) in elementary school tended to lack of concentration for long periods during the following study; on the other hand the children can follow and enjoy the game in a relatively long period of time. The game is an activity drives all the senses and sensory motor fun or exciting (Sutton-Smith, 1997 in scarlet, et. Al, 2005; Bergen, 2009; Hynoven, 2011); As for the traditional games refer to games with a certain cultural background. Affirmations literacy is a reinforcement of all forms of literacy from the conceptual level to procedural, by individuals, community groups, or governments to improve the literacy skills (Apriliya, 2016). Cultural literacy is the knowledge and understanding of how a country, a religion, an ethnic group or a tribe, religion, symbols, celebrations, and traditional communication means (Nasution, 2013). At the time following the game, children are required to understand and interact culturally in the context of the game, not just having fun, children are expected to have the cultural literacy of the game is done. Approach Educational Design Research (Eder) can be used to develop devices and game-based learning model as an affirmation of literacy in elementary school. Learning plan based on the approach Eder produce learning tools such as Learning Implementation Plan (RPP), teaching materials in the form of Student Worksheet, and instrument ratings.AbstrakTulisan ini memaparkan pembelajaran berbasis permainan sebagai afirmasi literasi budaya di SD. Rendahnya angka literasi bangsa Indonesia, menuntut solusi dari berbagai lini.Peran akademisi, di antaranya dengan melahirkan berbagai program maupun produk literasi yang bermutu.Berdasarkan hasil observasi, peserta didik (anak-anak) di SD cenderung kurang konsentrasi dalam jangka waktu lama pada saat mengikuti pembelajaran; di sisi lain anak-anak dapat mengikuti dan menikmati permainan dalam jangka waktu yang relatif lama. Permainan merupakan kegiatan menggerakkan seluruh pancaindera dan sensori motorik yang menyenangkan atau menggembirakan (Sutton-Smith, 1997 dalam scarlet, et. al, 2005; Bergen, 2009; Hynoven, 2011); adapun permainan tradisional merujuk pada permainan dengan latar budaya tertentu. Afirmasi literasi merupakan segala bentuk penguatan literasi mulai dari tataran konseptual sampai prosedural, yang dilakukan individu, kelompok masyarakat, atau pemerintah untuk meningkatkan kemampuan literasi (Apriliya, 2016). Literasi budaya merupakan pengetahuan dan pemahaman tentang bagaimana suatu negara, agama, sebuah kelompok etnis atau suatu suku, keyakinan, simbol, perayaan, dan cara komunikasi tradisional (Nasution, 2013). Pada saat mengikuti permainan, anak-anak dituntut untuk memahami dan berinteraksi sesuai budaya dalam konteks permainan tersebut, tidak hanya sekadar bersenang-senang, anak-anak diharapkan untuk memiliki literasi budaya dari permainan yang dilakukan.Pendekatan Educational Design Research (EdeR) dapat digunakan untuk mengembangkan perangkat dan model pembelajaran berbasis permainan sebagai afirmasi literasi di SD. Perencanaan pembelajaran berdasar pada pendekatan EdeR menghasilkan perangkat pembelajaran berupa Rencana Pelaksanaan Pembelajaran (RPP), bahan ajar berupa Lembar Kerja Siswa (LKS), dan instrumen penilaian.
The purpose of this study is to examine the level of digital literacy and ethics among parents with primary school-aged children in the digital era. This study employed a descriptive method with a quantitative approach. The participants in this study were 54 parents with children in primary school aged 4-6 in Tasikmalaya City, West Java Province. The research instrument utilized a questionnaire adapted from government policy on digital ethics, which included four components: digital ethics, understanding of negative content, fundamental knowledge of interaction, participation, and collaboration, and basic knowledge of internet transactions. A descriptive data analysis technique was utilized to investigate the discovered data. The findings revealed that parents' understanding of digital literacy and ethics as a provision for their children's education at home was in the high category. This shows that the government's policies on digital literacy and ethics have been implemented and understood by parents. Furthermore, the functional characteristics include a high infrastructure for accessing the internet at home, demonstrating the ease of accessing the internet or digital media.
This paper aims to describe the children's social identity of Indonesian children's literature. Based on the low understanding of social identity that has the potential to cause social interaction problems thus, it needs to be introduced from an early age to children. The children's story is a good teaching material as well as the right media to introduce the concept. This research applied content analysis method. The data collection technique was continuous reading and recording. Data analysis techniques were categorized into tabulating and inferencing. The results of this study were: (1) The social identity of children in Indonesian children's literature in the family environment was children, grandchildren, and nephews; in school was as a student, a friend, a seatmate, and a classmate; in the community was as citizens, friends, playmates, neighbors, sellers, and buyers. (2) The social identity of children in Indonesian children's literature was presented through narrative and dialogue. (3) The social identity of children in Indonesian children's literature is relatively complex but it was united as one unity of story. Thus, the existence and diversity of social identity in the story can be utilized as teaching materials in the elementary school so that students have adequate self and social literacy.
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