Penerapan metode bermain puzzles gambar untuk mengembangkan keterampilan sosial dan keterampilan kognitif anak usia empat tahun sekolah xyz, Jakarta Utara

Snae, Anance Febiyance (2016) Penerapan metode bermain puzzles gambar untuk mengembangkan keterampilan sosial dan keterampilan kognitif anak usia empat tahun sekolah xyz, Jakarta Utara. Masters thesis, Universitas Pelita Harapan.

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Abstract

Lingkungan ruang kelas merupakan salah satu tempat pembelajaran bagi anak usia empat tahun karena memberikan banyak kesempatan untuk belajar menghubungkan hal-hal yang mereka lihat dan mereka ketahui dalam kehidupan sehari-harinya. Berdasarkan hasil observasi awal peneliti, anak-anak sekolah XYZ di Jakarta Utara tinggal dan belajar di lingkungan yang cukup keras sehingga dapat mempengaruhi perkembangan hidup mereka. Penelitian ini bertujuan mengembangkan keterampilan sosial dan keterampilan kognitif anak dengan menerapkan metode bermain puzzles gambar dengan desain Penelitian Tindakan Kelas (PTK). Bermain puzzles gambar ini melibatkan anak-anak secara berkelompok agar dapat bekerjasama, berpartisipasi menyampaikan solusi, menunjukkan interaksi dengan orang lain, menunjukkan rasa ingin tahu, memiliki kesadaran akan waktu, mengklasifikasi lima sampai enam keping puzzles sehingga anak-anak diharapkan menjadi penyelesai masalah yang kreatif. Hasil penelitian menunjukkan bahwa terdapat peningkatan keterampilan sosial dari 1,39 menjadi 2,80 dari skala satu sampai empat pada akhir siklus dan keterampilan kognitif dari 1,15 sebelum siklus menjadi 3,05 dari skala satu sampai empat di akhir siklus. Dari analisa data menggunakan rubrik dapat disimpulkan bahwa penerapan metode bermain puzzles gambar dapat mengembangkan keterampilan sosial dan keterampilan kognitif anak usia empat tahun / Classroom environment is one of the places of learning for children aged four years because at this time environmen provides many opportunities for children to learn and connect the things they see and they know in their daily lives. Based on the observations of researcher, children in XYZ school in North Jakarta live and learn in an environment that is quite hard, so it can affect the development of their lives. This research aims to develop social skills and cognitive skills of children by applying the method of playing puzzles image using Classroom Action Research. Play puzzles image is one of the ways that can be used to engage the children in groups in order to cooperate, participate deliver solutions, demonstrated the interaction with other people, and show curiosity, aware with time, classifying five to seven pieces of puzzles and ultimately children are expected to be creative problem solvers. The results showed that an increase in social skills and cognitive skills of children with methods of playing puzzles image, from 1,39 before cycle to 2,80 from scale one to four for social skills and 1,15 before cycle to 3,05 from scale one to four for cognitive skills. Based on the data, it can be concluded that the application of the method of playing puzzles image can improve social skills and cognitive skills of children aged four years

Item Type: Thesis (Masters)
Creators:
CreatorsNIMEmail
Snae, Anance FebiyanceNIM00000015071UNSPECIFIED
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorWahyuningsih, RiniNIDN0311026101UNSPECIFIED
Additional Information: T 69-14 SNA p
Uncontrolled Keywords: Bermain ; Puzzles ; Keterampilan Sosial ; Keterampilan Kognitif ; Peneltian Tindakan Kelas ; Play ; Puzzles ; Social Skills ; Cognitive Skills ; Action Research
Subjects: L Education > LB Theory and practice of education > LB1028.3 Educational techology
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Depositing User: Users 18 not found.
Date Deposited: 12 Aug 2019 01:49
Last Modified: 02 Nov 2021 02:43
URI: http://repository.uph.edu/id/eprint/4206

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