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Record W2981411576 · doi:10.21009/jkkp.051.09

KREATIVITAS DAN PENERAPAN PERMAINAN TRADISIONAL

2018· article· en· W2981411576 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

aboutThe title or abstract carries a Canadian signal from the geographic lexicon.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueJKKP (Jurnal Kesejahteraan Keluarga dan Pendidikan) · 2018
Typearticle
Languageen
FieldSocial Sciences
TopicChild Development and Education
Canadian institutionsnot available
Fundersnot available
KeywordsCreativityPsychologyAction (physics)Social psychologyMathematics educationPedagogy

Abstract

fetched live from OpenAlex

his study aims to improve the creativity of children 5-6 years through traditional games, because the children's creativity is low. The use of traditional games as a solution because it is an existing cultural potential and has not been used well for the stimulation process in PAUD. The study was conducted in the Mutiara Hati Mataram PA B group in 2016, with 16 children. Action research is carried out through three cycles, consisting of four stages, namely planning, action, observation, and reflection. The data collection process is carried out through interview techniques, observation, and document analysis, and analyzed qualitatively. The traditional game that was applied in this study was a traditional game of sasak pucia-cia, kemantenan, lung-lung se, and meow. The results show that the application of traditional games can develop creativity. Creativity that develops for each game characteristic varies according to the game. The game is a fine motoric dominant, small groups can develop creativity in the process and product something. While the game is motorically dominant, large groups show creativity in developing a winning game strategy. Besides creativity, this traditional game can gradually improve children's emotional social skills, especially to manage emotions, empathy, foster relationships, and cooperation. It is recommended for teachers to be able to choose traditional games that are in accordance with the learning objectives.
 
 Keyword : creativity, social emotional, traditional games, children aged 5-6 years
 
 Abstrak
 
 Penelitian ini bertujuan untuk meningkatkan kreativitas anak 5-6 tahun melalui permainan tradisional, karena kemampuan kreativitas anak rendah. Penggunaan permainan tradisional sebagai solusi karena merupakan potensi budaya yang ada dan belum dimanfaatkan dengan baik untuk proses stimulasi di PAUD. Penelitian dilaksanakan di kelompok B PAUD Mutiara Hati Mataram pada tahun 2016, dengan jumlah anak 16 orang. Action research dilakukan melalui tiga siklus, yang terdiri dari empat tahapan, yaitu perencanaan, tindakan, observasi, dan refleksi. Proses pengumpulan data dilakukan melalui teknik wawancara, observasi, dan analisis dokumen, dan dianalisis secara kualitatif. Permainan tradisional yang diterapkan dalam penelitian ini adalah permainan tradisional sasak pucia-cia, kemantenan, lung-lung se, dan meong begang. Hasil penelitian menunjukkan bahwa penerapan permainan tradisional dapat mengembangkan kreativitas. Kreativitas yang berkembang untuk setiap karakteristik permainan berbeda-beda sesuai permainannya. Permainan yang dominan motoric halus, kelompok kecil dapat mengembangkan kreativitas dalam proses dan produk sesuatu, Sedangkan permainan yang dominan motoric kasar, kelompok besar menunjukkan kreativitas dalam menyusun strategi pemenangan permainan. Selain kreativitas, permainan tradisional ini secara bertahap dapat meningkatkan kemampuan social emosional anak, terutama untuk mengelola emosi, empati, membina hubungan, dan kerjasama. Disarankan kepada guru untuk dapat memilih permainan tradisional yang sesuai dengan tujuan pembelajarannya.
 
 Kata kunci : kreativitas, sosial emosional, permainan tradisional, anak usia 5-6 tahun
 
 
 References
 Achroni, Keen, Mengoptimalkan Tumbuh Kembang Anak melalui Permainan Tradisional, Yogjakarta, Javalitera, 2012
 Dwi Istati Rahayu, Peningkatan Kemampuan Sosial Emosional melalui Penerapan Permainan Tradisional (Penelitian Tindakan di Kelompok B PAUD Mutiara Hati Mataram pada tahun 2015), (Disertasi), Universitas Negeri Jakarta, Jakarta, 2015
 Hughes, F. Fergus, Children, Play, and Development, 4nd ed., Sage Publications Inc, USA, 2010
 Hurlock, B. Elizabeth, Child Development 6thEd. (terjemahan Perkembangan Anak oleh Meitasari Tjandrasa, dkk) Penerbit Erlangga, Jakarta, 1997
 Mutiah, Diana, Psikologi BermainAnak Usia Dini, Kencana Prenada Media Grup, Jakarta, 2010 
 Santrock, W. John, Child Development, 11th ed., (terjemahan Perkembangan Anak, jilid 2, oleh Mila Rachmawati), Penerbit Erlangga, Jakarta, 2007
 Seefeldt, Carol; Barbour, Nita, Early Childhood Education: an introduction, 3rd ed. Ontario, Maxwell Macmillan Canada Inc, 1993
 Suarta, Nyoman; Rahayu, DI; Zain Irawan, The Development of Traditional Game into Educative Game for Stimulating the Early Childhood Development in West Nusa Tenggara, Proceeding, the 3rd International Conference of Early Childhood Education (ICECE) 2015, Early Childhood Holistic and Integrative, Faculty of Education, State University of Padang, 2015
 Taggart, Mc. Robbin; Kemmis, Stephen, The Action Research Planner, Australia, Deakin University LDS, 1990

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow), Science and technology studies, Insufficient payload (model declined to judge)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.518
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.001
Science and technology studies0.0020.001
Scholarly communication0.0010.001
Open science0.0010.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0040.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.028
GPT teacher head0.329
Teacher spread0.301 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it