Andi Agusniatih
Tadulako University, Palu, Indonesia

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Development of Digital Literacy-Based Educational Games in Introduction to Coding for Early Childhood Husni; Shofiyanti Nur Zuama; Amrullah; Andi Agusniatih
Al Hikmah Indonesian Journal of Early Childhood Islamic Education Vol. 10 No. 1 (2026): IJECIE
Publisher : Universitas Al-Hikmah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35896/a690wq10

Abstract

In recent years, research has shown that coding learning in early childhood can support computational thinking, problem solving and learning engagement, especially through game-based learning and unplugged coding approaches. The presence of digital technology in children's daily lives requires the assistance of parents and teachers so that its use continues to provide optimal benefits. A number of studies show that children need to be equipped with 21st century skills from an early age, such as critical thinking, problem-solving, creativity, collaboration, and the ability to use technology wisely. Initial observations in the B4 group of the Madani Integrated Model State Kindergarten, East Palu District showed a low interest in learning children, which was characterized by a lack of attention to teacher instruction and the lack of knowledge of basic coding concepts. This condition indicates the need for digital integration through interactive and fun learning media so that the learning process becomes more interesting and able to increase children's understanding of coding concepts. This research aims to develop and test the feasibility of digital literacy-based educational game media to introduce basic coding concepts. This research uses a Research and Development (R&D) approach with the ADDIE model. The subjects of the study were 15 children of the B4 group (10 boys and 5 girls). Data collection techniques include observation, interviews, documentation, and validation questionnaires. The results of expert validation showed that media experts (95.3%), and material experts (98.2%) were very qualified. The implementation resulted in cognitive improvement, in the aspects of recognizing colors, shapes, and grouping shapes, there were no children (0%) in the BSB and BB categories, 10 children (66.7%) in the BSH category, and 5 children (33.3%) in the MB category. In the aspect of recognizing colors, shapes, and grouping shapes, children showed high enthusiasm in using educational game media. The development of educational games based on digital literacy has proven to be feasible and effective in introducing coding, improving the cognitive abilities of B4 children, and overcoming the lack of focus on children's learning. 
The Role of Picture Media in Enhancing Children's Learning Interest Through the Implementation of Religious and Moral Values in Group B of Aisyiyah 1 Kindergarten, Palu Rani Rahmaniah; Nurhayati; Mohammad Akbar; Andi Agusniatih
Al Hikmah Indonesian Journal of Early Childhood Islamic Education Vol. 10 No. 1 (2026): IJECIE
Publisher : Universitas Al-Hikmah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35896/1x9wj982

Abstract

This study aims to examine the role of visual media in increasing children's interest in learning through the application of religious and moral values ​​in Group B of Aisyiyah 1 Kindergarten, Palu. The focus of this study includes the introduction of the hijaiyah letters, images of the Kaaba, and images of houses of worship. Visual media is considered an effective visual media in early childhood learning because it can attract attention, foster curiosity, and help children understand abstract concepts more realistically. This study uses a qualitative approach with a descriptive research type. The research subjects consisted of 15 children, namely 8 boys and 7 girls. Data were collected through observation, interviews, and documentation techniques, then analyzed using percentage techniques. The results showed that in the aspect of recognizing the hijaiyah letters, most children were in the Very Well Developing (BSB) and Developing According to Expectations (BSH) categories. Similar findings were also seen in the introduction of images of the Kaaba and houses of worship, where most children showed good development. However, there were still several children in the Starting to Develop (MB) and Not Yet Developing (BB) categories. Therefore, it can be concluded that the use of visual media has a significant role in increasing children's interest in learning through the application of religious and moral values.
The Effect of Growth Mindset-Based Block Play on Kindergarten Children's Social Behavior Ni Nyoman Febiyanti; Durrotunnisa; Fitriana; Andi Agusniatih; Rafika J. Yailami; Nurul Fadila K. Daim; Cika Lianti Sotomani
Al Hikmah Indonesian Journal of Early Childhood Islamic Education Vol. 10 No. 1 (2026): IJECIE
Publisher : Universitas Al-Hikmah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35896/avv3b946

Abstract

This research is motivated by the phenomenon of low social skills in group A children, which includes aspects of cooperation, interaction between individuals, and independence during learning activities. The main objective of this study is to evaluate the impact of the use of block media with the integration of growth mindset in improving social skills. Using the quantitative method of experimental design, this research involved group A participants as intervention subjects. Data were collected through structured observation techniques using social behavior assessment instruments, where the results were analyzed by comparing conditions before and after the action was given. The findings show a significant positive transformation in all indicators. The most notable increase was seen in the aspect of independence which reached the category of developing very well at 60%, followed by aspects of social interaction (53.3%) and cooperation (33.3%). Overall, these results confirm that the growth mindset-based block game strategy is very effective in optimizing early childhood social development, as well as being a reference for the application of more varied learning methods. This study contributes to the development of innovative play-based learning methods to support early childhood social development.