Aprilia Wahyuning Fitri
FKIP, Universitas Ma’arif Nahdlatul Ulama Kebumen

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INOVASI MEDIA SMART BOX SEBAGAI SARANA STIMULASI MEMBACA PERMULAAN PADA ANAK USIA DINI Zamalla Faradiba Jauzza; Aprilia Wahyuning Fitri
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i2.9029

Abstract

This study aims to develop smart box media to improve early reading skills of children aged 4–5 years, which are appropriate in terms of validity, practicality, and feasibility. The method used was Research and Development (R&D) employing the 4D model (define, design, develop, and disseminate). The research subjects involved two kindergartens with two teachers in the feasibility test, and two kindergartens with four teachers in the practicality test. The data collection instruments consisted of media expert validation sheets, material expert validation sheets, and teacher/user questionnaires. The data analysis techniques included validity testing, practicality testing, and feasibility testing of the learning media. The results of the learning media validity were obtained from expert evaluations, showing a 94% score categorized as very valid for media validation and 92% categorized as very valid for material validation. The practicality results, based on teacher questionnaire assessments, achieved a 100% score, categorized as very practical. The implications of this study indicate that the integration of smart box learning media in the learning process can have a significant positive impact on children’s learning outcomes. The findings provide a foundation for teachers to adopt similar media in instructional practices and offer insights for educational media developers in creating more innovative and effective learning tools. Thus, this study contributes to improving the quality of education and achieving better learning outcomes in schools. ABSTRAK Penelitian ini bertujuan untuk mengembangkan media smart box untuk meningkatkan kemampuan membaca permulaan pada anak usia 4-5 tahun yang layak ditinjau dari segi kevalidan, kepraktisan, dan kelayakan. Metode yang digunakan adalah penelitian dan pengembangan atau research and development dengan menggunakan model 4D (define, design, develop, disseminate). Subjek penelitian yang digunakan pada ujian kelayakan pada 2 TK dengan 2 guru, dan uji kepraktisan pada 2 TK dengan 4 guru. Instrumen pengumpulan data adalah lembar validasi ahli media, lembar validasi ahli materi, lembar angket guru/ pengguna. Teknik analisis data yang digunakan adalah uji kevalidan, uji kepraktisan, uji kelayakan media pembelajaran. Hasil data kevalidan media pembelajaran diperoleh berdasarkan hasil penilaian validasi media oleh ahli yang memperoleh persentase sebesar 94% dengan kategori sangat valid, validasi materi sebesar 92% dengan kategori sangat valid. Hasil data kepraktisan diperoleh berdasarkan hasil penilaian angket guru yang memperoleh persentase 100% dengan kategori sangat praktis. Implikasi dari penelitian ini menunjukkan bahwa integrasi media pembelajaran smart box dalam proses belajar dapat  memberikan dampak positif yang signifikan terhadap hasil belajar anak. Hasil penelitian ini dapat menjadi dasar bagi guru untuk mengadopsi media serupa dalam proses belajar, serta memberikan wawasan bagi pengembang media pendidikan dalam menciptakan alat bantu belajar yang lebih inovatif dan efektif. Dengan demikian, penelitian ini berkontribusi pada peningkatan kualitas pendidikan dan pencapaian hasil belajar yang lebih baik di sekolah.
SQUID SHAPE GAME: MEDIA EDUKATIF PENGENALAN BENTUK GEOMETRI ANAK USIA DINI Marini Abdullah; Aprilia Wahyuning Fitri
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i2.10265

Abstract

This research is motivated by the low ability of children aged 6-5 years in recognizing geometric shapes of flat shapes. This is caused by learning methods that tend to be passive, conventional, and the lack of utilization of varied educational game media. The purpose of this study is to develop learning media in the form of a squid shape game that is expected to help children in recognizing, naming, and distinguishing various shapes of flat shapes of course in a fun way. The research method used is Research and Development (R&D) with a 4D development model consisting of the Define, Design, Develop, and Disseminate stages. Data collection techniques through questionnaires and documentation. The research subjects used in the feasibility test of 2 kindergartens with 2 teachers, and the practicality test in 1 kindergarten with 3 teachers. Data collection instruments are validation sheets of media experts, material experts, teacher/user questionnaire sheets. Data analysis techniques used are validity tests, practicality tests, and feasibility tests of the squid shape game. The game validity data results were obtained based on the results of the media validation assessment by expert validation which obtained a percentage of 94% with a very valid category, material validation of 92% with a very valid category. The practicality data results were obtained based on the results of the teacher questionnaire assessment which obtained a percentage of 100% with a very practical category. The development of this game is expected to provide an alternative effective learning strategy for teachers in increasing motivation and understanding of flat geometry in children aged 5-6 years. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya kemampuan anak usia  5-6 tahun dalam mengenal bentuk geometri bangun datar. Hal ini disebabkan oleh metode pembelajaran yang cenderung pasif, konvensional, dan kurangnya pemanfaatan media permainan edukatif yang variatif. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran berupa permainan squid shape game yang diharapkan dapat membantu anak dalam mengenal, menyebutkan, dan membedakkan berbagai macam bentuk bangun datar tentunya secara menyenangkan. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4D yssng terdiri dari tahap Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), dan Disseminate (Penyebaran). Teknik pengumpulan data melalui kueisioner dan dokumentasi. Subjek penelitian yang digunakan pada uji kelayakan  2 TK dengan 2 guru, dan uji kepraktisan pada 1 TK dengan 3 guru. Instrumen pengumpulan data adalah lembar validasi ahli media, ahli materi, lembar angket guru/pengguna. Teknik analisis data yang digunakan adalah uji kevalidan, uji kepraktisan, uji kelayakan permainan squid shape game. Hasil data kevalidan permainan diperoleh berdasarkan hasil penilaian validasi media oleh validasi ahli yang memperoleh persentase sebesar 94% dengan kategori sangat valid, validasi materi sebesarr 92% dengan kategori sangat valid. Hasil data kepraktisan diperoleh berdasarkan hasil penilaian angket guru yang memperoleh persentase 100% dengan kategori sangat praktis. Pengembangan permainan ini diharapkan dapat memberikan alternatif strategi pembelajaran yang efektif bagi guru dalam meningkatkan motivasi dan pemahaman geometri bangun datar pada anak usia 5-6 tahun.  
LABIRIN EDUKATIF UNTUK PENGENALAN ANGKA 1-20 ANAK USIA 5-6 TAHUN Yulia Agustina; Aprilia Wahyuning Fitri
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i2.10729

Abstract

This research is motivated by the low ability of children aged 6-5 years in recognizing geometric shapes of flat shapes. This is caused by learning methods that tend to be passive, conventional, and the lack of utilization of varied educational game media. The purpose of this study is to develop learning media in the form of a squid shape game that is expected to help children in recognizing, naming, and distinguishing various shapes of flat shapes of course in a fun way. The research method used is Research and Development (R&D) with a 4D development model consisting of the Define, Design, Develop, and Disseminate stages. Data collection techniques through questionnaires and documentation. The research subjects used in the feasibility test of 2 kindergartens with 2 teachers, and the practicality test in 1 kindergarten with 3 teachers. Data collection instruments are validation sheets of media experts, material experts, teacher/user questionnaire sheets. Data analysis techniques used are validity tests, practicality tests, and feasibility tests of the squid shape game. The game validity data results were obtained based on the results of the media validation assessment by expert validation which obtained a percentage of 94% with a very valid category, material validation of 92% with a very valid category. The practicality data results were obtained based on the results of the teacher questionnaire assessment which obtained a percentage of 100% with a very practical category. The development of this game is expected to provide an alternative effective learning strategy for teachers in increasing motivation and understanding of flat geometry in children aged 5-6 years. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya kemampuan anak usia  5-6 tahun dalam mengenal bentuk geometri bangun datar. Hal ini disebabkan oleh metode pembelajaran yang cenderung pasif, konvensional, dan kurangnya pemanfaatan media permainan edukatif yang variatif. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran berupa permainan squid shape game yang diharapkan dapat membantu anak dalam mengenal, menyebutkan, dan membedakkan berbagai macam bentuk bangun datar tentunya secara menyenangkan. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4D yssng terdiri dari tahap Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), dan Disseminate (Penyebaran). Teknik pengumpulan data melalui kueisioner dan dokumentasi. Subjek penelitian yang digunakan pada uji kelayakan  2 TK dengan 2 guru, dan uji kepraktisan pada 1 TK dengan 3 guru. Instrumen pengumpulan data adalah lembar validasi ahli media, ahli materi, lembar angket guru/pengguna. Teknik analisis data yang digunakan adalah uji kevalidan, uji kepraktisan, uji kelayakan permainan squid shape game. Hasil data kevalidan permainan diperoleh berdasarkan hasil penilaian validasi media oleh validasi ahli yang memperoleh persentase sebesar 94% dengan kategori sangat valid, validasi materi sebesarr 92% dengan kategori sangat valid. Hasil data kepraktisan diperoleh berdasarkan hasil penilaian angket guru yang memperoleh persentase 100% dengan kategori sangat praktis. Pengembangan permainan ini diharapkan dapat memberikan alternatif strategi pembelajaran yang efektif bagi guru dalam meningkatkan motivasi dan pemahaman geometri bangun datar pada anak usia 5-6 tahun.    
PERMAINAN LOMTUKI SEBAGAI INOVASI PEMBELAJARAN NUMERASI AWAL ANAK USIA DINI Eka Fitriani Sangadah; Aprilia Wahyuning Fitri
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i2.10026

Abstract

The low ability to recognize numbers 1-10 in 4-5 year-old children at Muslimat NU 32 Nurul Hikmah Kindergarten is the background to this research, which is triggered by a reliance on lecture methods and static worksheets. The focus of the research problem is to develop innovative early numeracy learning through motor games. This study used the Research and Development (R&D) method with a 4D model, which includes the define, design, and develop stages. Data collection instruments included observation, interviews, and a validation questionnaire. The results of content validation using the Aiken's V formula showed a value between 0.05 and 1.00, categorizing this media as highly valid. In the limited trial phase involving 22 children and 4 teachers, quantitative data obtained in the form of a feasibility score of 4.8 and a practicality score of 4.8 on a scale of 5.0, thus categorizing the product as highly feasible and practical. The findings indicate that the Lomtuki game is effective in creating a fun, active learning atmosphere by integrating physical activity and number concepts in a concrete manner. The main conclusion of the study confirms that the Lomtuki game is an alternative, innovative learning medium empirically proven to optimize early cognitive and numeracy development in early childhood through systematic motor coordination. The integration of bright visuals and social interaction during play is key to successfully fostering enthusiasm for independent learning, which impacts cognitive readiness for the elementary school transition.