DHITA PARANITA NINGTYAS, DHITA PARANITA
Universitas Trilogi, Pendidikan Guru-Pendidikan Anak Usia Dini

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Peningkatan Self Awareness Anak Usia Dini Melalui Media Video Mitigasi Bencana Gunung Meletus Ningtyas, Dhita Paranita; Risina, Duana Fera
AL-ATHFAL : JURNAL PENDIDIKAN ANAK Vol 4 No 2 (2018)
Publisher : PROGRAM STUDI PENDIDIKAN ISLAM ANAK USIA DINI (PIAUD), FAKULTAS ILMU TARBIYAH DAN KEGURUAN UIN SUNAN KALIJAGA YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/al-athfal.2018.42-01

Abstract

This study aims to improve children's self-awareness in disaster response, especially volcanic eruptions with result that children are able to understand the danger of volcanic eruptions since early and have an awareness through a disaster. The subjects were children in group B TK Pertiwi 1 and 2 Samiran, aged 5-6 years. The study was carried out in the village of Samiran because it was an area under the foot of Mount Merapi and Merbabu. This study uses "Action Research"   with 2 implementation cycles. This uses Kemmis and MC Taggart procedure which consist of four components, includes: a) planning, b) acting, c) observing, d) reflecting   The results are expected that eruption of mountain disaster mitigation videos can improve self-awareness in disaster response so that children have the provision to save themselves and preserve the environment so that the small number of victims because the understanding of disaster mitigation has been obtained since childhood early.
PENINGKATAN KEMAMPUAN MEMBACA PERMULAAN MELALUI PERMAINAN ULAR TANGGADHITA PARANITA NINGTYAS NINGTYAS, DHITA PARANITA
Jurnal Pendidikan Usia Dini Vol 8 No 2 (2014): Jurnal Pendidikan Usia Dini, Volume 8 Nomor 2 November 2014
Publisher : Program Studi Magister Pendidikan Anak Usia Dini

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (492.365 KB)

Abstract

The aim of this research is to improving the beginning reading abilty in group B PAUDPermata Bunda Blitar. The learning process through Ular Tangga consist how to know thealfabet, words, simple sentences and the meaning of words or sentences.The research used actionresearch method according to Kemmis and Taggart made throught two cycle consisting of 16sessions. The cycle consist of planning, action (acting), observation (observing), and reflection(reflecting). Before the beginning observation as a comparison after the action observation isdone, so that the percentage target of the learning achievement could be measured. With Ulartangga game, its prove if learn reading can with games and it is can make easy learn reading. Thedata was collected by the research instrument in the form of the test result to early reading abilitypre-cycle and the results to early reading ability after cycle I and cycle II. The end result of thisresearch shows that the reading throught Ular Tangga game could increase early reading abilityof grade B Kindergarten student who evidenced by the acquisition of clasical scores early readingpre-action reaches 38,88%. After the first cycle increase the scores reaches 79,67% and thesecond cycle is optaineded satisfactory clasical scores reaches 90%. Ular tangga game it shouldbe alternatif to teach reading for the children. Keywords: Reading Ability, Early Childhod, Ular Tangga Game Abstrak: Tujuan penelitian untuk meningkatkan kemampuan membaca permulaan anak TK BdiPAUD Permata Bunda Blitar. Kemampuan membaca permulaan meliputi kemampuan untukmengenal huruf, suku kata, kata, membaca kalimat dan memaknai kata dan kalimat. Penelitian inimenggunakan metode penelitian tindakan menurut Kemmis dan Taggart dengan dua siklus yangterdiri dari 16 pertemuan. Siklus terdiri dari perencanaan (planning), tindakan (acting),pengamatan (observasi), dan mencerminkan (refleksi). Penelitian pra tindakan untuk mengetahuihasil presentase kemampuan awal. Dengan permainan ular tangga, dapat membuat belajarmembaca menjadi lebih mudah. Hasil penelitian menjelaskan bahwa kemampuan membaca anakkelompok B meningkat, yang dilihat dari kenaikan skor klasikal dari kegiatan pra tindakan38,88%. Setelah diadakan siklus I menjadi meningkat 79,67%, dan siklus II meningkat menjadi90%. Permainan ular tangga dapat mejadi alternatif mengajarkan membaca untuk anak. Kata kunci: Kemampuan Membaca, Anak Usia Dini, Permainan Ular Tangga
ANALISIS KESIAPAN MAHASISWA PG-PAUD UNIVERSITAS TERBUKA MALANG DALAM PEMBELAJARAN BERBASIS E-LEARNING SEBAGAI DAMPAK PANDEMI VIRUS COVID 19 Esti Kurniawati Mahardika; Dhita Paranita Ningtyas
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 3, No 2 (2020): Jurnal Caksana: Pendidikan Anak Usia Dini
Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jcpaud.v3i2.897

Abstract

During the pandemic caused by Covid-19 which occurred in Indonesia had a major impact on various sectors, one of which was the tertiary education sector. UT in Malang felt the impact of learning carried out with E-Learning. The research subjects were the 4th and 6th semester students of PG-PAUD Universitas Terbuka, as many as 100 students participated. Descriptive qualitative research methods, survey data collection and interviews with the results of the description of the results stating that PGPAUD  UT students were not ready to do full E-Learning during the covid-19 pandemic. However, learning must be carried out and effective learning methods are needed to maximize the delivery of material.
PENGEMBANGAN USAHA KATERING “REAL FOOD” KHUSUS BALITA BERBASIS ONLINE DI POSDAYA MANDIRI BEKASI Dhita Paranita Ningtyas; Hisworo Ramdani; Duana Fera Risina
Jurnal Pengabdian Masyarakat Ilmu Keguruan dan Pendidikan (JPM-IKP) Vol 2, No 01 (2019): JURNAL PENGABDIAN MASYARAKAT (JPM-IKP)
Publisher : FKIP Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jmp-ikp.v2i01.261

Abstract

Bisnis kuliner saat ini menjadi salah satu bisnis paling menjanjikan untuk di jalankan, prospek usaha ini akan terus cemerlang mengingat kuliner atau makanan merupakan kebutuhan pokok bagi semua manusia. Salah satu bisnis bidang kuliner yang bisa dijalankan adalah bisnis katering. Selain itu  dengan semakin berkembangnya teknologi dan pemanfaatan teknologi bisnis di media online merupakan opsi yang menguntungkan bagi usaha kecil dan menengah. bisnis online memiliki lahan pasar yang cukup besar, diperkirakan angka pengguna internet di Indonesia lebih dari 88 juta orang. Katering misalnya, bisnis penyedia makanan yang awalnya jarang melakukan promosi, sekarang banyak ditemukan iklan katering di social media instagram. Namun kenyataanya masih banyak usaha katering yang belum menggunakan teknologi sebagai usaha promo katering yang mumpuni. Ini dapat dilihat dari usaha katering yang dijalankan oleh posdaya mandiri bekasi. Bisnis katering ini masih menggunakan promo secara manual untuk mengenalkan usaha katering mereka. Alhasil usaha katering yang dijalankan oleh posdaya mandiri bekasi tidak berjalan dengan maksimal. Solusinya kami tawarkan untuk menjawab permasalah di atas yaitu meningkatkan pelatihan dan praktek Pengelolaan Bisnis Katering Manual Menjadi Bisnis Katering Online. Mitra bisa memanfaatkan media online sebagai tempat untuk promosi katering serta penyebaran informasi secara luas dan gratis. Selain itu Pengembangan Menu Katering. Pengembangan katering selain masakan katering biasa, dibuat katering khusus balita dengan mengusung “real food” bahan alami untuk dibuat makanan dengan kemasan yang bagus dan nilai gizi yang tinggi, Karena sasaran pasar ini banyak tetapi belum ada usaha seperti ini. Serta Pengelolaan SDM Katering, pengelolaan katering dibuat lebih simple dengan dibuatkan kelompok kerja untuk anggota posdaya yang belum memiliki pekerjaan dan dikelola secara baik dengan sistem online.Kata kunci: Usaha Katering, Real Food, Berbasis OnlineThe culinary business is currently one of the most promising businesses to run, the prospect of this business will continue to be brilliant considering that culinary or food is a basic need for all humans. One of the culinary business that can be run is the catering business. In addition, with the development of technology and the use of business technology in online media, it is a profitable option for small and medium enterprises. Online businesses have a large market area, estimated that the number of internet users in Indonesia is more than 88 million people. Catering for example, business food providers who initially rarely do promotions, now found many ads catering on Instagram social media. But in fact there are still many catering businesses that have not used technology as a qualified catering promo business. This can be seen from the catering business run by posdaya mandiri bekasi. The catering business is still using promos manually to introduce their catering business. As a result, the catering business run by the Mandiri Bekasi Posdaya does not run optimally. The solution we offer to answer the above problems is to improve training and practice of Managing a Manual Catering Business into an Online Catering Business. Partners can use online media as a place to promote catering and disseminate information widely and free. Besides that, the Development of the Catering Menu. Catering development in addition to ordinary catering cuisine, catering specifically for toddlers is made by carrying "real food" natural ingredients to be made with good packaging and high nutritional value, because there are many target markets but there are no such businesses. As well as Managing HR Catering, catering management is made more simple by working groups for Posdaya members who do not have jobs and are well managed with online systems.Keywords: Catering Business, Real Food, Based Online
PENINGKATAN KEMAMPUAN MEMORI ANAK PADA KONSEP ANGKA MELALUI PERMAINAN ULAR TANGGA Dhita Paranita Ningtyas
AWLADY : Jurnal Pendidikan Anak Vol 4, No 2 (2018)
Publisher : Jurusan PIAUD IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.452 KB) | DOI: 10.24235/awlady.v4i2.2949

Abstract

Calistung's learning is not a difficult lesson for early childhood, but its recognition to children must be in the right way so that children can know and understand well. Researchers do research Improvement of memory on the concept of numbers in children Group A in BKB Mawar Jakarta is aimed to improve the memory capacity of children aged 4-5 years in learning to know the concept of numbers dipembelajaran early school entrance. So when the child understands correctly and in a fun way the child can more quickly remember and stored in the child's memory. This research uses "Action Research" research method with 2 implementation cycles. The results of this study are expected with this modified snake ladder game can improve the child's memory on the concept of numbers so that children can understand well about the basics of mathematics learning.
Model Pembelajaran Pendidikan Multikultural melalui Pendekatan Proyek Kolaboratif Roostrianawahti Soekmono; Dhita Paranita Ningtyas
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 4, No 2 (2020)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v4i2.444

Abstract

Pendidikan multikultural sangat efektif diberikan pada anak usia dini karena kesadaran tentang keberagaman sebagai dasar sikap toleran mulai berkembang pada usia 5 tahun. Sehingga guru AUD memerlukan kemampuan, keterampilan dan sikap positif yang tepat untuk mengajarkan pendidikan multikultural. Penelitian ini bertujuan untuk menemukan strategi meningkatkan kemampuan mahasiswa PG-PAUD dalam membuat perencanaan dan media pembelajaran multikultural AUD. Pendekatan penelitian menggunakan Penelitian dan Pengembangan (R and D) yang dimodifikasi dalam tiga langkah penelitian yaitu: studi pendahuluan berisi studi pustaka materi perkuliahan, dan studi latar belakang sosial budaya mahasiswa; pengembangan model yaitu identifikasi tema multikultural sesuai latar belakang budaya mahasiswa, perencanaan dan media pembelajaran multikultural; dan tes validasi model berupa validasi asesmen kemampuan mahasiswa membuat perencanaan dan media pembelajaran multikultural. Hasilnya adalah signifikan, efektif dan layak. Temuan penelitian ini, komunikasi dan partisipasi mahasiswa dalam kelompok kolaboratif adalah faktor yang berpengaruh untuk meningkatkan kemampuan mahasiswa membuat perencanaan pembelajaran multikultural.
Mathematical Games Using Real-World Approaches Increasing Kindergarten Students' Learning Creativity Choirudin Choirudin; Masrurotul Mahmudah; M. Saidun Anwar; Yuli Ani Setyo Dewi; Dhita Paranita Ningtyas
Journal of Childhood Development Vol. 1 No. 2 (2021): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (527.459 KB) | DOI: 10.25217/jcd.v1i2.1861

Abstract

Many parents think that games are a waste of time and not useful, so they forbid their children to play, and as a result, the children's soul will be depressed and the words naughty child, cougar, passive, and so on. This assumption is caused by the fact that parents do not fully understand their personality, characteristics, tendencies, and child nature. By looking at conditions like this, Kindergarten is expected to strive to implement the function of play by children's growth and development by providing the freedom to each child accompanied by the cultivation of constructive values Research objectives. To determine the game method's implementation using a real-world approach to increase children's learning creativity in TK Ma'arif 22 Trimurjo. The technique used for this research is qualitative. Subjects were students included and engaged in math games with the real-world: in-depth interview data collection techniques, observation, and documentation. In the implementation of playing activities, students' attitudes are given the freedom to develop their potential and creative power according to their talents and interests. In this case, it can be proven by the games at TK Ma'arif 22 Trimurjo. Mathematical games using a real-world approach in increasing the learning creativity of kindergarten students.
The Effect of Instructional Media and Interpersonal Intelligence on Early Reading Skills Siti Roudhotul Jannah; Muhammad Yusuf; Choirudin Choirudin; Rani Darmayanti; Dhita Paranita Ningtyas
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 7, No 2 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v7i2.3515

Abstract

The interaction of kindergarten students with others is dominant in individual activities. It causes low early reading skills. The application of innovative learning media would attract students' interest in interacting with other children and optimize children's interpersonal intelligence. The study examined the effect of instructional media and interpersonal intelligence on early reading skills. This study used to design treatment by level 2 x 2. The selection of this method is based on the existence of treatment with variable attributes based on Interpersonal intelligence levels. Using simple random sampling 44 children were divided into four groups —data Analysis of Variance (ANOVA) and Tukey test. The study concluded that there was a significant difference between the effect of instructional media and media fun thinkers and big books for early reading skills. There was a significant interaction between instructional media and interpersonal intelligence on the early reading skills, (3) for a group that has a high degree of interpersonal intelligence and use fun thinkers media the effect early reading skills is higher than that used big books treatment media. For groups who have lower levels of interpersonal intelligence and used media fun thinkers treatment early reading skills lower than that used big books treatment media
Mathematical Games Using Real-World Approaches Increasing Kindergarten Students' Learning Creativity Choirudin Choirudin; Masrurotul Mahmudah; M. Saidun Anwar; Yuli Ani Setyo Dewi; Dhita Paranita Ningtyas
Journal of Childhood Development Vol. 1 No. 2 (2021): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v1i2.1861

Abstract

Many parents think that games are a waste of time and not useful, so they forbid their children to play, and as a result, the children's soul will be depressed and the words naughty child, cougar, passive, and so on. This assumption is caused by the fact that parents do not fully understand their personality, characteristics, tendencies, and child nature. By looking at conditions like this, Kindergarten is expected to strive to implement the function of play by children's growth and development by providing the freedom to each child accompanied by the cultivation of constructive values Research objectives. To determine the game method's implementation using a real-world approach to increase children's learning creativity in TK Ma'arif 22 Trimurjo. The technique used for this research is qualitative. Subjects were students included and engaged in math games with the real-world: in-depth interview data collection techniques, observation, and documentation. In the implementation of playing activities, students' attitudes are given the freedom to develop their potential and creative power according to their talents and interests. In this case, it can be proven by the games at TK Ma'arif 22 Trimurjo. Mathematical games using a real-world approach in increasing the learning creativity of kindergarten students.
Enhancing Early Childhood Problem-Solving Abilities through Game-Based Learning and Computational Thinking: The Impact of Cognitive Styles Ningtyas, Dhita Paranita; Setyosari, Punaji; Kuswandi, Dedi; Ulfa, Saida
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 9 No. 3 (2024)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2024.93-04

Abstract

Children's understanding of solving problems related to early cognitive abilities with several levels of complexity makes children feel difficult, and students are less able to solve problems correctly according to the sequential order of how to do them. The main factor that causes low problem-solving abilities is the use of inappropriate learning strategies. So that children in the process of solving problems in a lesson also become less than optimal. This study explores the effects of computational thinking strategies with game-based learning compared to conventional approaches on early childhood problem-solving abilities, considering the cognitive styles of field-independent (FI) and field-dependent (FD) children. A quasi-experimental pretest-posttest nonequivalent control group design involved 60 children from Blitar Kindergarten. The experimental group received computational thinking instruction through game-based learning, while the control group followed conventional methods. Posttests followed a pretest established baseline abilities and an eight-week intervention. Data were analyzed using a two-way ANOVA, revealing significant improvements in problem-solving skills for the experimental group (p < 0.05). FI children outperformed FD peers, indicating cognitive style's impact on learning outcomes. An interaction effect between learning strategies and cognitive styles was identified, emphasizing the importance of tailored educational approaches. The study's findings suggest that computational thinking through game-based learning enhances critical thinking, creativity, and engagement in young learners. However, limitations such as a small sample size and short intervention duration highlight the need for further research. Future studies should involve diverse populations and longer interventions to understand the long-term effects better and optimize educational strategies for individual cognitive styles. These results underscore the potential of innovative educational methods in developing foundational skills essential for academic and life success.