bluuebunny/crossref_metadata_2025_split huggingface dataset:
PENGEMBANGAN EDUCATIVE GAME BERBASIS APLIKASI ANDROID UNTUK MEMFASILITASI KETERAMPILAN MEMBACA ANAK USIA 5-6 TAHUN
Authors: Febriani Alvi Sufiyanti , Mulyana Edi Hendri , Rahman Taopik 
Published: August 2020

ABSTRACTThis research is based on the magnitude of children's interest in smartphone until they ignore to study. Most children who play smartphone are only for watching videos and playing games which are attractive to them. Therefore, the researcher designed an educative game Android-based application so they can play smartphone by not ignoring the development of reading skill. The purpose of this research is to describe the design of development, appropriateness, and product testing.This research uses the Design Based Research (DBR) method developed by Reeves. Data collection is done by observation, expert judgment, and documentation techniques. The setting and subject of this research are 6 kindergarten children in group B Nyimas Oyoh Kindergarten and 2 children from the researcher’s home. The Educative game android-based application development uses Adobe Flash Player for the main software. After validating, phase I trial, revision, and phase II trial, this educative game is appropriate to be used to facilitate reading skill of children aged 5-6 years.The research produced product that is an educative game learning with Uvi in application installed at smartphone with a minimum version of Jelly Bean, and a guide book on educative game learning with Uvi. Penelitian ini dilatarbelakangi karena besarnya ketertarikan anak pada smartphone sehingga mengabaikan belajar. Kebanyakan anak yg bermain smartphone hanya untuk menonton video-video dan bermain permainan yang menarik bagi anak. Oleh karena itu, peneliti merancang educative game berbasis aplikasi android agar anak dapat bermain smartphone dengan tidak mengabaikan perkembangan keterampilan membacanya. Tujuan dari penelitian ini yaitu mendeskripsikan rancangan pengembangan, kelayakan, dan uji coba produk. Penelitian ini menggunakan metode Design Based Research (DBR) yang dikembangkan oleh Reeves. Pengumpulan data dilakukan dengan teknik observasi, expert judgment, dan dokumentasi. Setting dan subjek penelitian ini adalah 6 orang anak kelompok B TK Nyimas Oyoh dan 2 orang anak dari lingkungan rumah. Pengembangan Educative game berbasis aplikasi android ini menggunakan Adobe Flash Player sebagai software utamanya. Setelah melakukan validasi, uji coba tahap I, revisi, dan uji coba tahap II, educative game ini layak digunakan dalam memfasilitasi keterampilan membaca anak usia 5-6 tahun. Penelitian ini menghasilkan produk berupa educative game belajar Bersama Uvi dalam bentuk aplikasi yang dapat digunakan di perangkat keras berupa smartphone dengan versi minimal Jelly Bean, dan buku panduan penggunaan educative game belajar bersama Uvi.
PENINGKATAN KEMAMPUAN GERAK LOKOMOTOR MELALUI PERMAINAN BALAP KARUNG MENGAMBIL BOLA DI KELOMPOK B TK NEGERI PEMBINA KOTA TASIKMALAYA
Authors: Lestari Erna , Muslihin Heri Yusuf , Mulyana Edi Hendri 
Published: August 2020

Abstract This Classroom Action Research was motivated by the emergence of problems that were locomotor motility that had not been optimal in the children of B orange group in the Pembina State Kindergarten. So the researchers conducted a study on group B orange by using a sack racing game to take the ball. The general purpose of this study was to improve locomotor motility by using a game of sacking to pick up balls on a child of B orange group in the State Elementary School. The specific purpose is to know the planning, the implementation of learning by using a sack racing game to take the ball in the children of group B orange in TK Negeri Pembina. This study uses collaborative classroom action research (CAR) methods. Research subjects were 17 children of B group orange, consisting of eight girls and nine boys. This study was conducted in three cycles. Data collection techniques in this study use observation and documentation. The results showed an increase: 1) the ability of the teacher in planning learning by using sack racing game to take the ball in increasing the locomotor ability of children, 2) the ability of the teacher to carry out learning by using sack racing games to take the ball in increasing the locomotor motility of children, and 3 ) locomotor ability of children group B orange TK Negeri Pembina Tasikmalaya City. Abstrak Penelitian Tindakan Kelas ini dilatarbelakangi adanya permasalahan yang muncul yaitu kemampuan gerak lokomotor yang belum optimal pada anak kelompok B orange di TK Negeri Pembina. Maka peneliti melakukan penelitian pada kelompok B orange dengan menggunakan permainan balap karung mengambil bola. Tujuan umum penelitian ini adalah untuk meningkatkan kemampuan gerak lokomotor dengan menggunakan permainan balap karung mengambil bola pada anak kelompok B orange di TK Negeri Pembina. Tujuan khususnya adalah untuk mengetahui perencanaan, pelaksanaan pembelajaran dengan menggunakan permainan balap karung mengambil bola pada anak kelompok B orange di TK Negeri Pembina. Penelitian ini menggunakan metode penelitian tindakan kelas (PTK) kolaboratif. Subjek penelitian adalah anak kelompok B orange yang berjumlah 17 anak, yang terdiri dari delapan orang anak perempuan dan sembilan orang anak laki-laki. Penelitian ini dilaksanakan dalam tiga siklus. Teknik pengumpulan data dalam penelitian ini menggunakan observasi dan dokumentasi. Hasil penelitian menunjukkan adanya peningkatan: 1) kemampuan guru dalam merencanakan pembelajaran dengan menggunakan permainan balap karung mengambil bola dalam meningkatkan kemampuan gerak lokomotor anak, 2) kemampuan guru dalam melaksanakan pembelajaran dengan menggunakan permainan balap karung mengambil bola dalam meningkatkan kemampuan gerak lokomotor anak, dan 3) kemampuan gerak lokomotor anak kelompok B orange TK Negeri Pembina Kota Tasikmalaya.
MENINGKATKAN KEMAMPUAN BERBICARA ANAK MELALUI METODE BERCERITA DENGAN MENGGUNAKAN BONEKA TANGAN PADA KELOMPOK B DI TK PLUS SALSABIL KABUPATEN CIREBON
Authors: F Amelia Muliawati , Sumardi Sumardi , Elan Elan 
Published: August 2020

ABSTRACTThis study aims to improve the language development of children, especially in speaking skills in early childhood Plus Salsabila Cirebon distric. the ability to speak includes the structure of conveying ideas, ideas, feelings, to others smoothly and speaking clearly. This research is a Class Action Research (PTK) which is done collaborativ, using the kemmis and Mc Taggart model’s. Subjects in this study were students of group B, which amounted to 16 children. The object of research in this study is to improve the ability to speak the method of telling stories with the media of hand puppets. Data collection was done through observation with observation sheet instruments. Data analysis techniques are carried out descriptively, qualitatively and quantitatively. The indicator of success in speaking ability is 76% -100%. The results showed that the hand puppet media could improve the child's speaking ability after action. The end result of the ability to speak in the overall indicator, the criteria start to develop (MB) 37.5%, on the criteria of Developing According to Hope (BSH) 50%, Very Good Developing (BSB) 12.5%, Results of ability the teacher in planning and implementing learning, both achieved a percentage of 83.33%. Thus using the media of hand puppets can improve children's speaking skills. ABSTRAKPenelitian ini bertujuan untuk meningkatkan kemampuan bahasa anak terutama dalam kemampuan berbicara anak usia 5-6 tahun dengan media boneka tangan pada anak kelompok B di TK Plus Salsabila, kecamatan kedawung, kabupaten Cirebon. Kemampuan berbicara tersebut meliputi struktur menyampaikan ide, gagasan, perasaan, kepada orang lain dengan lancar dan berbicara dengan jelas. Penelitian ini merupakan penelitian tindakan kelas yang dilakukan kolaboratif dengan guru dan menggunakan model Kemmis dan Mc Taggart. Subjek penelitian ini adalah 16 anak kelompok TK Plus Salsabila kabupaten Cirebon. Objek penelitian dalam penelitian ini adalah peningkatan kemampuan berbicara metode bercerita dengan media boneka tangan. Pengumpulan data dilakukan melalui observasi dengan instrumen lembar observasi. Teknik analisis data dilakukan secara deskriptif, kualitatif dan kuantitatif. Indikator keberhasilan pada kemampuan berbicara adalah 76%-100%. Hasil penelitian menunjukkan bahwa media boneka tangan dapat meningkatkan kemampuan berbicara anak setelah dilakukan tindakan. Hasil akhir dari kemampuan berbicara pada indikator keselurahan pada kriteria mulai berkembang (MB) 37,5%, pada kriteria Berkembang Sesuai Harapan (BSH) 50%, Berkembang Sangat Baik (BSB) 12,5%, Hasil dari kemampuan guru dalam merencanakan dan melaksanakan pembelajaran, keduanya mencapai presentase 83,33%. Dengan demikian menggunakan media boneka tangan dapat meningkatkan kemampuan berbicara anak.
MEDIA KOMIK PAPERTOON DALAM MENUMBUHKAN MINAT MEMBACA PADA ANAK KELOMPOK B DI TAMAN KANAK-KANAK
Authors: Agustin Mutiara Nova , Yasbiati Yasbiati , Sumardi Sumardi 
Published: August 2020

AbstractGrowing interest in reading before children are taught to read is something that is often ignored but actually is the most appropriate solution. Forcing or even threatening children to want to read later will instead foster reluctance and even laziness in children to read. The solution that researchers present in this study is by developing a media in the form of papertoon comics designed to foster children's interest in reading. This research was conducted using the Design Based Research (DBR) method by referring to the model proposed by Reveers. If described briefly, the stages in this study consist of: (1) analyzing the problem; (2) developing a design that is making media and conducting product validation for experts; (3) evaluation of the feasibility of repeated trials; (4) reflection and revision so that the product is feasible to be distributed. Teachers and children of the Kindergarten B group became participants in this study. Meanwhile, for data collection, what is used is interviews, validation of several experts, and observation of behavior displayed by children when the product is tested. The conclusion obtained after the trial also showed positive results in the second stage. In general, despite all the limitations, the product is declared feasible to use and influences the child's reading interest based on the teacher's responses and observations of the child's treatment. AbstrakMenumbuhkan minat membaca sebelum anak diajarkan membaca menjadi hal yang kerapkali di abaikan namun sesunggunya merupakan solusi paling tepat. Memaksa atau bahkan mengancam anak agar mau membaca nantinya malah akan menumbuhkan keengganan bahkan kemalasan pada diri anak untuk membaca. Solusi yang peneliti sajikan dalam penelitian ini yakni dengan mengembangkan sebuah media berupa komik papertoon yang dirancang guna menumbuhkan minat anak dalam membaca. Penelitian ini dilaksanakan menggunakan metode Design Based Research (DBR) dengan mengacu pada model yang dikemukakan oleeh Reveers. Apabila diuraikan secara singkat, tahapan dalam penelitian ini terdiri dari: (1) melakukan analisis permasalahan; (2) mengembangkan desain yakni pembuatan media serta melakukan validasi produk pada ahli; (3) evaluasi uji coba kelayakan yang dilakukan secara berulang; (4) refleksi dan revisi agar produk layak disebar. Guru dan anak kelompok B Taman Kanak-kanak menjadi partisipan dalam penelitian ini. Sedangkan, untuk pengumpulan data, yang digunakan adalah wawancara, validasi beberapa ahli, serta observasi prilaku yang ditampilkan anak saat produk diuji cobakan. Implementasi produk dilakukan di dua kelas yakni kelas B1 dan kelas B2 TK Perwari 1. Rancangan produk dinyatakan layak oleh validator ahli dalam beberapa kali revisi. Secara umum, meski dengan segala keterbatasan, produk dinyatakan layak digunakan dan memberi pengaruh terhadap minat membaca anak berdasarkan tanggapan guru dan hasil observasi perlakuan anak.
PENGEMBANGAN INSTRUMEN UNTUK MENGUKUR BERPIKIR KONSERVASI ANAK USIA 5-6 TAHUN
Authors: Rosmayanti Resna , Mulyana Edi Hendri , Elan Elan 
Published: August 2020

ABSTRACT This study aims to determine the ability of children on conservation thinking. The type of research that is used is Design Based Research conducted by Face To Face with the subject of the researcher. The research model is Reeves model, where the research was conducted in two trials. Subjects in this study were five children aged 5-6 years. Instrument used is the observation sheet (check list) and documentation. Then the research procedure consists of 4 stages namely 1) identification and analysis of the problem, 2) product design development, 3) product testing, and 4) product reflection ABSTRAKPenelitian ini bertujuan untuk mengetahui kemampuan anak pada berpikir konservasi. Jenis penelitian yang di gunakan yaitu Desain Based Research yang dilakukan secara Face To Face dengan subjek peneliti. Model penelitiannya yaitu model Reeves, dimana penelitian ini dilaksanakan dalam dua kali uji coba. Subjek dalam penelitian ini adalah lima orang anak yang berusia 5-6 tahun . Instrument yang digunakan yaitu lembar observasi (check list) dan dokumentasi. Kemudian prosedur penelitiannya terdiri dari 4 tahapan yaitu 1) identifikasi dan analisis masalah, 2) pengembangan desain produk, 3) uji coba produk, dan 4) refleksi produk
PENGEMBANGAN BAHAN AJAR PERMAINAN FUN OUTBOUND MENCARI HARTA KARUN
Authors: Safitri Winda , Sumardi Sumardi , Muslihin Heri Yusuf 
Published: August 2020

The teaching generally refers to the curriculum that is applied to the school. Teachers are not yet able to develop their own teaching materials. Learning given to children at a young age is focuses on the direction of physical growth and development, language, intellectual, social, emotional, and all intelligence. The problem is that in the learning process it generally reveals only one - way materials by a teacher or teacher center, and the lecture study model. Where the child just sat listening while the teacher explained. Learning is more meaningful if the learning process is carried out experiental learning - that children do tightening in learning. In playing teachers need a manual on a game scenario to be given to learners. The purpose of this study to describe a design for material development a fun outbound game in search of treasure. The method used in this study is educational design research (edr). Data collection techniques interviews, documentation, and expert validation. Data subjects obtained from TK PGRI Lendrasari group b teacher, and validation by the expert validator. Expert validation becomes the product revision. Then the lesson would be a fun outbound book guide for a treasure in the early childhood. Bahan ajar pada umumnya mengacu pada kurikulum yang diterapkan di Sekolah. Guru belum mampu mengembangkan bahan ajar sendiri, guru masih berpacu pada satu bahan ajar yaitu kurikulum 2013. Pembelajaran yang diberikan kepada anak usia dini bukan berorientasi pada akademis saja, melainkan menitik beratkan kepada arah pertumbuhan dan perkembangan fisik, bahasa, intelektual, sosial, emosi serta seluruh kecerdasan. Permasalahan yang terjadi yaitu dalam proses pembelajaran yang dilakukan di dalam kelas, pada umumnya hanya mengungkapkan materi- materi satu arah oleh guru atau teacher center, dan model pembelajaran ceramah. Dimana anak hanya duduk mendengarkan ketika guru menjelaskan. Pembelajaran akan lebih bermakna jika proses pembelajaran dilakukan secara experiental learning yaitu anak melakukan pengindraan dalam belajar. Hampir semua aktivitas yang dilakukan oleh anak adalah bermain. Dalam bermain guru memerlukan buku panduan mengenai skenario permainan yang akan diberikan kepada anak didik. Tujuan penelitian ini untuk mendeskripsikan rancangan desain pengembangan bahan ajar permainan Fun Outbound mencari harta karun. Metode yang digunakan dalam penelitian ini adalah Educational Design Research (EDR). Penelitian ini berbasis desain atau rancangan produk dengan menggunakan pendekatan kualitatif. Teknik pengumpulan data wawancara, dokumentasi, dan validasi ahli. Subjek data diperoleh dari guru kelompok B TK PGRI Lendrasari, dan validasi oleh validator ahli. Hasil validasi ahli menjadi bahan revisi produk. Dengan demikian kesimpulannya Bahan ajar berupa buku panduan permainan Fun Outbound mencari harta karun di PAUD layak digunakan.
Evolution of Faulting Induced by Deep Fluid Injection, Paradox Valley, Colorado
Authors: Denlinger Roger P. , R. H. O’Connell Daniel 
Published: August 2020

ABSTRACT
High-pressure fluid injection into a subhorizontal confined aquifer at 4.3–4.6 km depth induced &gt;7000 earthquakes between 1991 and 2012 within once seismically quiescent Paradox Valley in Colorado, with magnitudes up to Mw 3.9. Earthquake hypocenters expanded laterally away from the well with time, defining the margins of the aquifer pressurized by injection at the well. Within 5 km of the well, alignment of earthquake hypocenters defines strikes of nine vertical fault zones. Previous studies show that these fault zones predate injection, producing left-stepping offsets in the normal faults of the Wray-Mesa fault system that cradles Paradox Valley. Hypocenters, rakes, and strikes of 2041 well-constrained focal mechanisms show that most injection-related earthquakes occur where these vertical faults intersect the pressurized aquifer. Well-defined focal mechanisms show that this induced seismicity consists of Riedel shear faults at acute angles to the strikes of these fault zones. These small faults develop an anastomosing fault structure of focal planes along each planar fault zone, as fluid injection continues, even as their hypocenters define a single planar fault zone. Failure conditions at each hypocenter are found using a fully coupled poroelastic analysis of stress induced by fluid injection, and this analysis indicates a minimum Coulomb failure condition of 0.1 MPa. This failure condition is primarily a result of aquifer pore-fluid pressurization, as almost all well-located seismicity is within the pressurized aquifer. Reducing the rate of injection and frequent well shutdowns in the second decade nearly eliminated induced seismicity, except very near the well where gradients in pressurization are the largest. Despite these decreases in failure conditions and seismicity, some fault zones continued to produce earthquakes larger than M 3 as injection continued.
Trabzon Çocuk Koruma ve İzlem Merkezinde Değerlendirilen 18 Yaş Altı Gebelik Olgularının Değerlendirilmesi
Authors: Özer Erdal 
Published: August 2020

Objective: Teenage pregnancy, also known as adolescent pregnancy, is pregnancy in a female the age of 18 and under. The proportion of teen pregnancies in our country is %8-12. Pregnancies among 10- to 19-years are adversely affect the physical, mental and psychological health of the mother and baby. Our study aims to examine the main characteristics of pregnancies under age of 18 applied Children Monitoring Center (CMC) in Trabzon.
Results: Between 2015-2020, 18 adolescents found under the age of 18. There were no findings in 12 cases where internal body examination was requested, old tears observed in 3 cases, hymen was intact in 3 cases. 3 pregnancies occurred in the first trimester with criminal abortion. 3 cases were terminated with therapeutic curettage in the first trimester. Premature birth was detected in 2 cases. In 10 cases, delivery occurred at the end of term. 9 perpetrators were the lover of the victim, 5 cases covered by incest, 3 of them were cousins ​​and 2 of them were brother-in-law and rest of 4 of them were unofficial spouses.
Conclusions: In Minnesota study, 40-70% of teenage mothers reported a history of sexual abuse. In our study, all of teenage mothers reported a history of sexual abuse due to the fact that our data was collected from Children Monitoring Center (CMC) Trabzon, Turkey. Teenage pregnancy are adversely affect the physical, mental and psychological health of the mother. In addition to medical and forensic support, psychosocial support should be given to teen pregnancies.
In vitro antifungal susceptibilities of six antifungal drugs against clinical Candida glabrata isolates according to EUCAST
Authors: Fatahinia Mahnaz , Mahmoudabadi Ali Zarei , Halvaeizadeh Marzieh , AboualiGalehdari Elham , Kiasat Neda 
Published: August 2020

Background and Purpose: Candida glabrata is the second cause of candidiasis. The mortality rate of C. glabrata infections is about 40%; accordingly, it may be life threatening, especially in immunocompromised hosts. Regarding this, the current study was conducted to evaluate the regional patterns of the antifungal susceptibility of clinical C. glabrata isolated from the patients referring to the health centers located in Ahvaz, Iran.
Materials and Methods: In this study, a total of 30 clinical strains of C. glabrata isolates were recovered from different body sites (i.e., vagina, mouth, and urine). Phenotypic characteristics and molecular methods were used to identify the isolates. The minimum inhibitory concentration (MIC) was determined according to the European Committee on Antimicrobial Susceptibility Testing.
Results: Our findings demonstrated that 20%, 80%, and 6.7% of the isolates were resistant to amphotericin B, terbinafine, and posaconazole, respectively, while all the isolates were found to be fluconazole susceptible dose dependent and susceptible to voriconazole and caspofungin.
Conclusion: Our study suggested that voriconazole had high potency against C. glabrata isolates. Consequently, this antifungal agent can be an alternative drug in the treatment of resistant patients. These results can be helpful for the successful treatment of patients in different regions.
Cerebral phaeohyphomycosis due to Cladophialophora bantiana in an immunocompetent individual: A case report and brief review of literature
Authors: Rathod Prachala G. , Mishra Bibhabati , Thakur Archana , Loomba Poonam S. , Sharma Abha , Bajaj Ashish j , Das Madhusmita , Bhasin Ashna 
Published: August 2020

Background and Purpose: Fungal infections of the central nervous system (CNS) are life-threatening conditions that are frequently misdiagnosed with bacterial and viral CNS infections. Cerebral phaeohyphomycosis is a cerebral infection caused by dematiaceous fungi, especially Cladophialophora bantiana. Very few cases of fungal CNS infection have been reported across the world. High clinical suspicion should be cast for the patients with brain abscess that do not respond to conventional antibiotic therapy.
Case report: We report a case of a 21-year-old male presenting with headache, seizures and weakness in the limbs. Radiological examination revealed multiple brain abscesses. After surgical excision and laboratory evaluation, it was found to be caused by C. bantiana. The patient’s outcome was good with surgical excision and voriconazole therapy.
Conclusion: Brain abscess caused by C. bantiana is on rise, especially in immunocompromised groups. Thus, high clinical suspicion, accurate diagnosis and management are the fundamentals for good prognosis.