MENINGKATKAN KEMAMPUAN MENGENAL HURUF MELALUI PERMAINAN MEDIA KARTU HURUF BAGI KELOMPOK A TK MUTIARA BANGSA SURABAYA

  • WINARSIH

Abstract

Taman Kanak-kanak merupakan lembaga pendidikan pra sekolah artinya TK tidakmengemban tanggung jawab utama dalam mengajarkan keterampilan membaca. Pembelajaran diTaman Kanak-Kanak menerapkan prinsip bermain sambil belajar dan belajar seraya bermain. Jadidari prinsip itulah yang mendorong peneliti untuk mengajarkan bagaimana mengenal huruf denganbaik melalui permainan Media Kartu Huruf. Dengan metode permainan Media Kartu Hurufdiharapkan permainan tersebut menyenangkan dan merangsang kreativitas anak.Penelitian ini untuk meningkatkan kemampuan mengenal huruf anak melalui permainanmedia kartu huruf. Jenis penelitian ini adalah penelitian tindakan kelas yang pelaksanaannyamenggunakan model pembelajaran kelompok. Penelitian ini dilaksanakan pada dua siklus dengansubyek penelitian seluruh anak kelompok A TK Mutiara Bangsa Surabaya yang berjumlah 16 anak.Data penelitian diperoleh dari observasi. Data lembar observasi untuk mengamati aktivitas anak danguru selama pembelajaran di analisis dengan jumlah skor yang diperoleh selama pembelajaran dandisajikan dalam prosentase.Hasil penelitian menunjukkan bahwa melalui permainan media kartu huruf, aktivitas anakdan guru mengalami peningkatan. Aktivitas anak dalam siklus 1 sebesar 51,5% dan siklus 2 sebesar79%, aktivitas guru pada siklus 1 sebesar 64,3% dan siklus 2 sebesar 96,42%. Kemampuanmengenal huruf yang semula belum mampu siklus 1 memperoleh skor 37,5% pada siklus 2 menjadisangat mampu dengan skor 81%. Dengan adanya penelitian ini diharapkan dapat memacu tenagapendidik untuk lebih kreatif dan inovatif dalam menggunakan metode pembelajaran sehingga hasilbelajar anak akan lebih baik.

Kata kunci : Kemampuan mengenal huruf, permainan media kartu huruf

Abstract

Kindergarten is a preschool educational institution which means that Kindergarten is notresponsible for teaching reading skills. Learning in Kindergarten applies the principle of playingwhile learning and learning while playing. That principle encourages researcher to teach how tolearn well-known characters through the letter card game media. With this media expected thegame is fun and stimulating creativity.This research was conducted to improve th children’s ability to recognize letters throughletter cards game media. This research was a classroom action research conducted by using agroup learning model. This research was conducted in two cycles. The subjects of this researchwere 16 students of A group at Mutiara bangsa Kindergarten Surabaya. The data were collectedthrough observation. Observation sheet was used to observe children’s activities and teachers’activities in teaching and learning process. The data were analyzed by the collected scores inteaching and learning process and were presented in the form of presentation.The result shows that through letter cards game media, children’s activities and teachers’activities are improved. Children’s activities in the first cycle is 51.5% and it become 79% in thesecond cycle. Teacher’s activities in the first cycle is 64.3% and it becomes 96.42% in the secondcycle. The students who do not have the ability to recognize the letter in the first cycle is 37.5%, andit becomes 81% in the second cycle. This research is expected to support the teachers to be morecreative and innovative in using the learning methods, so that the children’s study result will bebetter.

Keywords : The ability to recognize letters, letter cards game media

Published
2013-01-01
Section
Articles
Abstract Views: 27
PDF Downloads: 114