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PROBLEM BASED LEARNING (PBL)APPROACH THROUGH MAZE GAMES TO IMPROVE CRICAL THINKING SKILLS IN EARLY CHILDHOOD Hasnaini; Herlina; Azizah Amal; Wahira
JOURNAL OF HUMANITIES AND SOCIAL STUDIES Vol. 4 No. 01 (2026): FEBRUARY 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Problem-based learning is primarily designed to help students develop their thinking skills, problem-solving skills, and intellectual skills; learn adult roles by experiencing them through various real or simulated situations; and become independent learners. This study used a quasi-experimental method. The type of research design used was a Nonequivalent Control Group Design, with two research groups: an experimental group receiving treatment and a control group not receiving experimental treatment. Data collection techniques used observation and documentation. Data analysis techniques used descriptive analysis and non-parametric statistical analysis. The Problem-Based Learning (PBL) approach through maze games had a positive and significant effect on children's critical thinking skills. This was evidenced by the difference in the increase in critical thinking skills between the experimental and control groups, and was reinforced by the results of statistical analysis and conformity with theories and previous research stating that PBL is effective in developing critical thinking skills as part of higher-order thinking skills. The continuous implementation of the PBL approach can be one effort to improve the quality of the learning process in early childhood education.
THE USE OF AUGMENTED REALITY MEDIA ON EARLY CHILDHOOD LANGUAGE SKILLS Astira Sri Rahayu; Hamzah Upu; Syamsuardi; Wahira; Herlina
JOURNAL OF HUMANITIES AND SOCIAL STUDIES Vol. 4 No. 01 (2026): FEBRUARY 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Augmented Reality (AR)-based learning media offers innovative solutions that are able to overcome these challenges. AR can present learning content in an interactive and engaging way through the incorporation of digital visual elements into the real world. This research aims to implement the use of digital learning media in the hope of developing students' language skills and developing skills that can later be useful for students in facing global challenges in the world of education. The type of research used in this study is quantitative with an expost facto approach. The data collection techniques used are in the form of observation, test, and quantification techniques. The data analysis technique is a step in completing the research to test the data that has been collected, for example descriptive statistics and N-Gain effectiveness tests. The data obtained through research instruments is still in the form of raw data, so to analyze the data, the researcher uses statistical analysis. The collected data was analyzed using Simple Linear Regression Analysis with the help of IBM SPSS Statistics 25 software. The results of the study show that the implementation of augmented reality (AR) media has proven to be effective in developing early childhood language skills, as evidenced by descriptive analysis with an average AR media score of 79.40. These findings are in line with the research objective of utilizing digital learning media to equip children with essential communication skills to face global educational challenges, where score variations reflect individual heterogeneity but overall positive trends indicate the potential of AR as a contextual early childhood education innovation in Indonesia.
STORYTELLING METHODS FOR EARLY CHILDHOOD RECEPTIVE LANGUAGE Evarastina Mattemmu; Arismunandar; Rusmayadi; Wahira; Herlina
JOURNAL OF HUMANITIES AND SOCIAL STUDIES Vol. 4 No. 01 (2026): FEBRUARY 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Storytelling with two-way interaction improves receptive language Storytelling that allows children to retell or discuss has been shown to improve understanding of language structure and vocabulary. The purpose of this study is to determine the effectiveness, influences of differences and obstacles of conventional storytelling methods, such as Kamishibai, in improving receptive language skills in early childhood. This research method uses a quasi-experimental design with a quantitative approach. This study uses quantitative data because it aims to measure the influence of storytelling methods on early childhood receptive language skills. Quantitative data was obtained in the form of numbers and scores from tests or observation sheets used to assess children's receptive language skills before and after treatment. The data analysis technique used is Structural Equation Modeling (SEM) based on Partial Least Squares using SmartPLS 4 software, which allows simultaneous analysis of measurement and structural models. The results showed that conventional storytelling methods showed a significant improvement in the receptive language skills of children aged 5-6 years., the application of digital storytelling in educational institutions aged 5-6 years resulted in a strong correlation (r=0.668, p<0.05) with the development of receptive language, digital storytelling was more effective than conventional because of dynamic visual-audio integration that strengthened receptive processing., The main barriers to digital storytelling include limitations infrastructure (such as devices and internet in rural kindergartens) and low teacher digital competence, causing only 40-50% of institutions to be able to implement it optimally.., Teachers' digital competence and infrastructure are key factors because they determine the quality of story delivery. This study makes an original contribution with a direct comparison of digital vs. conventional storytelling in the receptive language of children 5-6 years old who are rarely done simultaneously in a quasi-experimental study.