The objective of the research was to explain the process a learning outcomes of learning thought outbound activities to increase adversity quotient kindergarten the subject of research are 16 children. The method used in this research is an action research which refers to the model of a Classroom Action Research Kemmis and Mc. Taggart consist of four phase: planning, actions. Observation and reflection. This research consist of two cycles, each cycle consisting of 12 times in actions. The data analysis technique used in this research are a quantitative analysis. Analysis of data reduction, data display and data verification. Analysis of quantitative data descriptive statistics that compare the results obtained from pre-cycle, the first cycle and the second cycle. The result of research that increase adversity quotient of children through outbound activities, it can be evidenced scoring average pre-cycle is 24, 31, the first cycle is 32, 94 and the second cycles 44, 20.
The research aims to describe the traditional game in development oflogicalmathematical intelligence to children aged 5-6 years, then what kind of traditional gamesthat can be applied in development of logical-mathematical intelligence to children aged 5-6years. The research method was descriptive qualitative and quantitative to describe the completeexposure of research results through observation techniques conducted in the field in detail anddescription related to the development of logical-mathematical intelligence to children aged 5-6years using traditional games. The data were obtained and conducted in kindergarten institutionsin Grogol district, Kediri regency, East Java in 2016. The results were obtained: (1) traditionalgames in development of logical-mathematical intelligence proved effective applied in learningchildren aged 5-6 Year, (2) traditional game of Congklak and Engklek developed logicalmathematical intelligence of children aged 5-6 years. The results of this research as an insight,further research development studies to develop the intelligence of other children and continue toexplore various types of traditional games that can be used in early childhood learning. Keywords: logical-mathematical intelligence, children aged 5-6 years, traditional games Abstrak:Penelitian bertujuan mendeskripsikan permainan tradisional dapat mengembangkkecerdasan kecerdasan logis matematis anak usia 5-6 tahun, kemudian jenispermainan tradisional apa yang dapat diterapkan dalam pengembangan kecerdasan logis matematisanak usia 5-6 tahun. Metode penelitian yang akan digunakan deskriptif kualitatif dan kuantitatif,dimana akan menguraikan secara lengkap paparan hasil penelitian melalui teknik observasi yangdilakukan di lapangan secara rinci dan jelas supaya mendapatkan gambaran terkait pengembangankecerdasan logis matematis anak usia 5-6 tahun menggunakan permainan tradisional. Berdasarkandata yang diperoleh Penelitian ini dilakukan di lembaga TK di wilayah Kecamatan Grogol,kabupaten Kediri, Provinsi jawa Timur tahun 2016. Hasil penelitian yang diperoleh adalah: (1)permainan tradisional untuk mengembangkan kecerdasan logis matematis terbukti efektifditerapkan dalam pembelajaran anak usia 5-6 tahun, (2) permainan tradisional congklak danengklek dapat mengembangkan kecerdasan logis matematis anak usia 5-6 tahun. Hasil penelitianini sebagai wawasan, kajian pengembangan penelitian selanjutnya untuk mengembangkankecerdasan anak yang lain dan terus menggali berbagai jenis permainan tradisional yang dapatdigunakan dalam pembelajaran anak usia dini. Kata Kunci: kecerdasan logis matematis, anak usia 5-6 tahun, permainan tradisional
Based on the data from the Central Bureau of Statistics in 2014, the population of the elderly reached 20.24 million or 8.03% of the whole Indonesian people. The older a person is, the more vulnerable he is to degenerative diseases, and one of them is dyslipidemia. The objective of the research was to find out the risk factor for the incidence of dyslipidemia and to determine the value of Odds Ratio of risk factor for dyslipidemia. The research used case-control study design. The data were gathered from patients’ medical records and from the respondents. The samples were 135 respondents with 45 of them were in case group and 90 of them were in control group. The result of bivariate analysis showed that all independent variables were correlated with the incidence of dyslipidemia (p<0.05). The result of multivariate analysis showed that the variable which had the most dominant correlation was smoking habit at p-value = 0.000 (p<0.05) and OR-value = 9.929 (85% CI 3.428-28.762) which indicated that smoking habit was the most influential risk factor for the incidence of dyslipidemia in the elderly. Keywords: The Elderly, Dyslipidemia, Gender, Obesity, Diabetes Mellitus, Smoking
This research aims to produce instructional-based gamification, which effectively improves healthy and clean-living knowledge during early childhood, in Kindergarten Group B Banten Province. A population of 60 students (4-5 years of age) were selected as participants in the study, and all were enrolled in four different kindergartens in Banten province. A purposive sampling technique was used for sample selection, as data collection before and after interventions were carried out using pre and post-test instruments. After the validation process, and field tests were carried out to determine the effectiveness of the products, with the results showing that instructional-based gaming applications were effective in improving healthy and clean-living knowledge. The game topics observed included personal & environmental hygiene, sports, as well as healthy food and drink. Students considered using instructional-based gaming as motivation to learn, in order to develop healthy and clean-living behaviors, which were proposed in the cloud platform of their respective schools. This game also encouraged students' active and dynamic learning, due to the fact that it helped with various interesting activities, therefore, increasing daily healthy and clean-living behaviors. The implication of this study is that students should be diligent in maintaining cleanliness, loving exercise, and always selecting healthy food to consume. The novelty of this study is that games are observed as an early childhood team, which are responsible for improving the knowledge of clean-living and healthy behaviors.
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