Nita Priyanti
Program Studi Magister Pendidikan Anak Usia Dini, FKIP, Universitas Panca Sakti Bekasi

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The Development of Fanzzle (Fauna Puzzle) Learning Media to Enhance Early Childhood Focus Neuneu Nur Alam; Nita Priyanti; Chandra Apriyansyah
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 2 (2026): Vol. 5 No. 2 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i2.1075

Abstract

Focus is a fundamental cognitive ability that underlies successful learning in early childhood. This study aims to: (1) develop the FANZZLE learning media suitable for improving the focus of children aged 5–6 years; (2) examine the feasibility of the FANZZLE learning media based on expert validation; and (3) test the effectiveness of the media in enhancing children's focus. This research employed a Research and Development (R&D) method using the 4D development model (Define, Design, Develop, Disseminate). The research subjects consisted of 29 children aged 5–6 years at TKIT Ar’rosyiid, divided into two groups: B1 (14 children) and B2 (15 children). Research instruments included a needs analysis interview guide, expert validation sheets, and observation sheets measuring children’s focus through four indicators: engagement duration, engagement intensity, resistance to distraction, and attentional flexibility. Data were analyzed using qualitative descriptive analysis for needs assessment, feasibility percentage analysis for expert validation, and N-Gain analysis to measure effectiveness. The results showed that the FANZZLE media was categorized as “highly feasible” with an average validation score of 93.33%. The media also proved effective in improving children's focus, indicated by an increase in the mean score from 7.76 (pretest) to 12.62 (posttest) with an N-Gain score of 0.595 (moderate–high category). These findings indicate that FANZZLE learning media is both feasible and effective for improving the focus of children aged 5–6 years in early childhood education.
The Development of Domino Ceria Learning Media to Enhance Number Concept Understanding in Children Aged 4–6 Years Heni Puspita Sari; Nita Priyanti; Debie Susanti
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 2 (2026): Vol. 5 No. 2 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i2.1079

Abstract

Most children still have difficulty connecting number symbols with objects, ordering numbers, and performing simple arithmetic operations. This condition is exacerbated by limited availability of engaging learning media appropriate to early childhood development. Therefore, learning media development is needed. Domino Ceria (DORIA) is a set of domino cards with an attractive visual design used to improve understanding of number concepts in children aged 4–6 years. The research method used in this study is Research and Development (R&D) with the ADDIE model. The research subjects were Group B children of Trisula Perwari Kindergarten aged 4–6 years. The research instruments included needs analysis, expert validation, and effectiveness testing. The results showed that the Domino Ceria media met feasibility standards with an average percentage of 97.00% based on expert validation and proved effective in improving children's understanding of number concepts.
Development of A “Cheerful Engklek Carpet” Game as A Learning Medium to Enhance Spatial Intelligence in Early Childhood Mai Mutiah Tri Wahyuni; Nita Priyanti; Chandra Apriyansyah
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 2 (2026): Vol. 5 No. 2 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i2.1087

Abstract

Spatial intelligence is a fundamental ability that needs to be developed from an early age; however, its stimulation remains limited due to the lack of learning media that integrate visual, kinesthetic, and cognitive aspects. This study aims to: (1) develop the Cheerful Engklek Carpet game to stimulate spatial intelligence in early childhood, (2) examine the feasibility of the game, and (3) test its effectiveness in enhancing children’s spatial intelligence. This research employed a Research and Development (R&D) method using a modified 4D model (Define, Design, Develop, Disseminate). The subjects consisted of 48 children aged 5–6 years at TK Plus Tunas Rimba, Purwakarta Regency, divided into an experimental group (24 children) and a control group (24 children). Data were collected through expert validation, observation, interviews, and spatial intelligence tests, and analyzed using descriptive and inferential statistics (independent and paired sample t-tests). The results indicate that the developed game is highly feasible (4.65), practical (4.41), and well-implemented (95.6%). It is also highly effective, with a 49.6% improvement in the experimental group compared to 7.0% in the control group (p < 0.001; Cohen’s d = 2.92). In conclusion, the Cheerful Engklek Carpet game is highly feasible and effective in holistically stimulating spatial intelligence in early childhood.
The Development of a Mindful Explorer Learning Model to Enhance Emotional Regulation in Children Aged 4–5 Years Miranti Rachmawati; Nita Priyanti; Debie Susanti
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1062

Abstract

This study aimed to develop and examine the feasibility and effectiveness of the Mindful Explorer learning model in improving emotional regulation in children aged 4–5 years. The study employed a Research and Development (R&D) approach using the ADDIE development model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects were children aged 4–5 years at TK Negeri Pembina Purwakarta. The experimental group consisted of 10 children who received learning activities using the Mindful Explorer model. Data were collected through observations, interviews, expert validation, and assessment sheets. The results of expert validation indicated that the model was highly feasible, with a validation score of 95.56%. This result shows that the model meets the required standards in terms of content suitability, learning methods, media, evaluation instruments, and learning objectives. The effectiveness test showed an improvement in children’s emotional regulation after the implementation of the Mindful Explorer model. Based on the N-Gain calculation, the average N-Gain score was 0.55 (moderate category), with a percentage increase of 31.46% from the pretest to the posttest. The improvement was reflected in children’s ability to recognize emotions, control emotional responses, and express feelings more adaptively during learning activities. Therefore, the Mindful Explorer learning model is considered highly feasible and effective as an innovative learning approach to support emotional regulation development in early childhood.
Development of the DIY (Do-It-Yourself) Learning Model to Improve Problem-Solving Skills of Children Aged 5–6 Years Utami Purbasari; Debie Susanti; Nita Priyanti
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1063

Abstract

Problem-solving skills are essential competencies that need to be developed during early childhood education. However, learning practices in many early childhood institutions are still teacher-centered, limiting children's opportunities to explore and solve problems independently. This study aimed to develop and examine the effectiveness of a DIY (Do-It-Yourself) learning model to improve problem-solving skills among children aged 5–6 years. The research employed a Research and Development (R&D) approach adapted from the ADDIE model consisting of analysis, design, development, implementation, and evaluation stages. The effectiveness of the model was tested using a pre-experimental design with a one-group pretest–posttest approach. The research participants consisted of 14 children from Group B at TK Negeri Parakanlima, Purwakarta. Data were collected using observation sheets measuring four indicators of problem-solving ability. The results showed a significant improvement in children's problem-solving skills, with the average score increasing from 52.43 in the pretest (developing category) to 80.36 in the posttest (very well-developed category). The N-Gain value of 0.65 indicated a moderate-to-high effectiveness level. The findings demonstrate that the DIY learning model can provide meaningful learning experiences through hands-on construction activities using recycled materials, encouraging children's independence, creativity, and critical thinking. Therefore, the DIY learning model can serve as an innovative pedagogical alternative to support the development of problem-solving skills in early childhood education.
Development of LULABLOCKS: Textured Color Blocks to Enhance Fine Motor Skills in Children Aged 4–6 Years Leli Nurlaeli; Nita Priyanti; Debie Susanti
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1064

Abstract

This study aimed to develop textured color smart blocks called “LULABLOCKS” and examine their feasibility and effectiveness in improving fine motor skills in children aged 4–6 years. The study employed the ADDIE development model consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 40 children aged 4–6 years at TK Trisula Perwari, Purwakarta Regency. Data were collected through observations, interviews, expert validation, and fine motor skill assessments using pre-test and post-test measurements. The results of the study indicate that: (1) the LULABLOCKS textured color smart blocks were successfully developed with key features including texture variations, interlocking connection systems, diverse colors and shapes, and comprehensive usage guidelines; (2) expert validation results showed an average feasibility score of 88.8% (very valid category), with the highest score obtained in the aspect of usefulness for fine motor skill development (100%); and (3) there was a significant improvement in children's fine motor skills, increasing from an average score of 2.11 (52.6%) in the pre-test to 3.29 (82.2%) in the post-test, representing an improvement of 29.6%, with statistical significance indicated by t-count 18.72 > t-table 2.02 (p < 0.05). The 4–6 years age group showed the highest improvement (30.7%). Teacher and student responses were highly positive, with an acceptance level exceeding 80%. In conclusion, the LULABLOCKS textured color smart blocks are valid, practical, and effective in improving fine motor skills in early childhood, particularly in the aspects of grasping and manipulating small objects.
Development Of Smart Cube Learning Media To Improve Critical Thinking Skills In Children Aged 4–5 Years Dewi Badriah; Nita Priyanti; Debie Susanti
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1065

Abstract

This study aims to develop Smart Cube learning media based on problem-solving activities to improve the critical thinking skills of children aged 4–5 years. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects included children aged 4–5 years and early childhood teachers. Data were collected through observation, interviews, questionnaires, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. Product validation was conducted by media experts and material experts to determine the feasibility of the developed learning media. The results of the study indicate that the needs analysis revealed the importance of providing concrete, attractive, and interactive learning media capable of stimulating children's critical thinking activities. The developed Smart Cube met both theoretical and empirical feasibility criteria and was categorized as feasible to highly feasible based on expert validation results. Limited trials showed that the Smart Cube was easy for teachers to use and received positive responses from children during learning activities. Furthermore, the effectiveness test demonstrated that the use of Smart Cube learning media effectively improved the critical thinking skills of children aged 4–5 years. Quantitatively, there was an increase in children's critical thinking abilities after the use of the media. Qualitatively, children showed improvements in activeness, curiosity, simple problem-solving abilities, and confidence in expressing their opinions. Therefore, Smart Cube can serve as an innovative and practical learning medium to support the development of critical thinking skills in early childhood education.
Development Of Pugo Learning Media To Improve Early Childhood Cognitive Skills In Geometry Concepts Nuryani Putri; Nita Priyanti; Chandra Apriyansyah
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1070

Abstract

This study aimed to develop PUGO learning media that is feasible and effective in improving early childhood cognitive abilities in understanding geometric concepts. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 57 children aged 4–6 years at TK Kemala Bhayangkari 11, Purwakarta Regency, divided into three groups: Group A with 17 children aged 4–5 years, Group B1 with 20 children aged 5–6 years, and Group B2 with 20 children aged 5–6 years. The research instruments included expert validation sheets and observation sheets measuring children's geometric cognitive abilities, covering four indicators: recognizing geometric shapes, naming geometric shapes, grouping geometric shapes, and arranging geometric shapes into patterns. The results showed that the PUGO media was highly feasible, with a validation score of 96.7% from three experts. Theoretical feasibility was supported by Piaget’s cognitive development theory, constructivist learning theory, play-based learning theory, multiple intelligences theory, and van Hiele’s geometric thinking theory. The media proved highly effective, increasing children's cognitive performance from 47.0% to 79.0%, representing a 68.1% improvement, with a gain score of 0.60 (moderate to high category). After implementation, 92% of children reached the “Developing as Expected” level or higher, indicating that PUGO media effectively supports early childhood understanding of geometric concepts through concrete and playful learning experiences.
Development Of Puji (Emoji Puzzle) Learning Media Assisted By Picture Cards To Improve Emotional Intelligence Of Children Aged 4–6 Years Isti Cintami Sarikasdani; Nita Priyanti; Chandra Apriyansyah
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1071

Abstract

This study aims to develop an emoji puzzle assisted by picture cards to improve the emotional intelligence of children aged 4–6 years. The background of the study indicates that some children at TK Cinta Ibu experience difficulties in identifying and expressing their emotions, while others are not yet able to recognize the emotions of their peers. The limited availability of learning media specifically designed to support emotional intelligence development has become a major challenge in early childhood education institutions. This study employed a Research and Development (R&D) approach using the Four-D model (Define, Design, Develop, Disseminate). The define stage involved needs analysis through observation and interviews. The design stage produced a puzzle prototype representing eight basic emotions (happy, sad, angry, afraid, surprised, shy, proud, and disgusted) supported by contextual situation cards. The develop stage included expert validation and a limited trial using a one-group pretest–posttest design with 30 children (10 children aged 4–5 years and 20 children aged 5–6 years). Effectiveness was analyzed using the Normalized Gain (N-Gain). The results show that the emoji puzzle model is theoretically feasible, highly valid according to expert evaluation, and moderately effective in improving children’s emotional intelligence.