Penelitian ini dilatarbelakangi oleh nilai agama dan moral anak usia dini (4-6 tahun) kurangnya kemampuan anak dalam nilai kemoralan dan agama anak usia dini. Rumusan masalah dari penelitian ini adalah bagaimana pola asuh orangtua terhadap perkembangan nilai agama moral anak usia dini di TK Wachid Hasyim Surabaya. Tujuan dari penelitian ini adalah menjawab rumusan masalah dan penelitian. Penelitian ini merupakan penelitian kualitatif melalui pendekatan fenomenologi dengan subyek penelitian yaitu anak usia 4-6 tahun di. Metode pengumpulan data menggunakan observasi, wawancara, dan dokumentasi. Data yang diperoleh diperiksa keabsahan datanya dengan triangulasi sumber, metode dan waktu. Data dianalisis dengan teknik analisis data model interaktif Miles and Huberman. Berdasarkan hasil penelitian menunjukan bahwa: 1) Pengembangan nilai agama dan moral di TK Wachid Hasyim Surabaya dengan pola asuh demokratis, dengan cara mengajarkan nilai kereligiusan, kemandirian, sopansantun, kemudian hal-hal yang baik melaluiproses pembiasaan. 2) Faktor pendukung pengembangan nilai agama dan moral pada anak usia dini yaitu (a) adanya relawan mahasiswa yang motivasi pada anak, (b) perhatian orangtua dalam memeberikan pembelajaran nilai agama dan moral pada anak. Sementara itu faktor penghambat pengembangan nilai agama dan moral pada anak usia dini adalah (a) kondisi lingkungan yang dapat memberikan pengaruh negatif kepada anak, baik itu dari perkataan, sikap, maupun cara berpakaian yang kurang baik dan sopan, (b) minimnya pemahaman orangtua terhadap pelajaran keagamaan, (c) minimnya orangtua memberikan contoh kepada anak, dikarenakan waktu orangtua bersama anak sangat sedikit.
This study discusses efforts to improve early numeracy skills through animated video media. This study is motivated by the low ability to count from 1-10 in children due to the lack of learning media used by teachers. This study aims to see the effectiveness of the use of animated video media in increasing the ability to count from 1-10 in group A RA Ar-Rohmah children.In the implementation of this research, it was precisely carried out in the first semester with 2 cycles, the results of the study could be obtained by looking at the observation sheets of children who increasingly showed an increase in the development of counting 1-10 seen in the first cycle of 58% while in the second cycle it reached 83%. it can be concluded that this study was successful because it achieved an increase of up to 25%. By using animated video media, children can know the concept of numbers, recognize number symbols, count objects by playing while learning in a fun atmosphere. The use of animated videos also influences the development of children's numeracy skills with the support of activities that support them, namely creative and innovative activities.
Child's cognitive development involves learning skills in children that occur through complex internal processes and mental activities. Children who develop both cognitive aspects will be able to learn to develop thought processes, respond to objects in their environment and reflect on their experiences. Sometimes children are not able to recognize colors because it is not usual to mention various colors and the limitations of the media to recognize colors when at school. Children only know certain colors that are often seen for example green because children see leaves, red and white when children see the flag and when children are faced with different objects the child will have difficulty guessing the color. Smart ball is a game tool that can develop children's cognitive play methods. Smart ball has advantages in developing all aspects of child development, especially in aspects of cognitive development, namely children are able to recognize colors. The approach in this research is a quantitative approach. Data collected in this study are descriptive. The process to be observed is student activities and teacher activities during the learning process. From the results of an analysis of the effect of smart ball on the ability to recognize colors, the results of research show that smartball games affect the ability to recognize children's colors.
This study aims to determine the effect of Contextual Teaching and Learning (CTL) learning model in the ability of storytelling and cognitive.The used approach research is quantitative research with experimental research model, Where researchers provide treatment in the form of learning by using CTL And make observations in the learning activities of children in the classroom and make measurements before and after giving treatment. The research was conducted using the experimental model design or Quasi Experimental design, which this design has a control group but can not function fully to control the outside variables that affect the implementation of the experiment. This study used the Nonequivalent Control Group Design, which the experimental group and the control group were not randomly selected. Based on the results of the analysis it can be concluded there is a significant increase on the ability to tell stories using CTL approach of 9.18> 7.82. As for the concept of numbers there is also a significant increase of 18,0909> 13.2273.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.