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PENGARUH KINDERFLIX TERHADAP KEMAMPUAN MELONCAT ANAK USIA DINI Maria Qori’ah; Farah Devi Husain; Vina Rohmatul Ummah; Viena Wanidha Andriani
International Conference on Humanity Education and Society (ICHES) Vol. 5 No. 1 (2026): The 5th International Conference on Humanity Education and Society (ICHES)
Publisher : FORPIM PTKIS ZONA TAPAL KUDA

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Abstract

The current technological era makes Kinderflix-based audio-visual media the latest breakthrough in stimulating children's gross motor skills to jump correctly according to foot support. This study aims to determine the effect of Kinderflix-based audio-visual media on the jumping ability of children aged 4-5 years through animal themes at RA Al Anwar, Balak Village, Songgon District. The implementation of this study uses a quantitative method with the type of Pre-Experimental Design. The population in this study has 12 children aged 4-5 years with purposive sampling to 8 children according to problems in children's abilities. Non-participant observation was carried out as data collection using observation sheets, as well as documentation of the implementation of the study. The results of data collection were analyzed using statistical tests with prerequisite tests first using normality tests with a pretest significance value of 0.246 and a posttest significance value of 0.334 which were normally distributed. The results of the hypothesis test using the t-test (Paired Dependent Sample T Test) with the help of the IMB SPSS statistics 26 application, where the sig. (2-tailed) value shows a significance value of 0.026 <0.05 that kinderflix-based audio-visual media has an effect on the jumping ability of children aged 4-5 years. The research findings show that children's jumping ability can be stimulated through movements imitating surrounding animals. This research is expected to provide theoretical and practical contributions in stimulating the jumping ability of early childhood as a foundation for realizing the next golden generation.
EKSPLORASI PERAN WORDWALL DALAM MENCIPTAKAN LINGKUNGAN BELAJAR IPAS YANG AKTIF DAN MENARIK Naili Zakia; Eka Ramiati; Sudarsri Lestari; Vina Rohmatul Ummah
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 4 (2026): August 2026 (1)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i4.6783

Abstract

Wordwall is a game-based digital learning medium with the potential to create a more active and engaging learning environment. This study aims to describe the role of Wordwall in fostering an active and engaging science and social studies (IPAS) learning environment for third-grade students at MI Tarbiyatul Athfal 1. The study employed a descriptive qualitative approach. The research participants included the IPAS teacher, third-grade students, and the school principal. Data were collected through observation, interviews, documentation, and technique triangulation, and were analyzed using the Miles, Huberman, and Saldana interactive model, consisting of data collection, data condensation, data display, and conclusion drawing. The findings indicate that Wordwall plays a significant role in increasing students' learning participation, creating a more engaging classroom atmosphere, and facilitating students' understanding of IPAS concepts through interactive learning activities. Furthermore, the successful implementation of Wordwall is supported by teachers' pedagogical competence and the availability of learning facilities at the school. These findings suggest that the effectiveness of Wordwall is influenced not only by the characteristics of the learning media itself but also by teachers' instructional strategies, students' active participation, and institutional support in creating an active, engaging, and meaningful learning environment.