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Designing Augmented Reality-Based Learning Media for Facilitating Early Childhood's Naturalistic Intelligence Rahman, Firda Nafaatur Rahman; Rahman, Taopik; Mulyana, Edi Hendri
Jurnal Tarbiyah dan Ilmu Keguruan Borneo Vol 5 No 2 (2024): Jurnal Tarbiyah dan Ilmu Keguruan Borneo, 5(2), Juni 2024
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan UIN Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21093/jtikborneo.v5i2.7125

Abstract

In facilitating naturalist intelligence, teachers often have difficulty presenting real objects in the classroom. Referring to the function of media in learning to overcome sensory limitations, space limitations and time limitations, media representations can illustrate abstract information so that it is clearer and more concrete. One of them is by using augmented reality-based media to present a 3D object in a real environment in real time. This study aims to develop learning media based on augmented reality to facilitate early childhood naturalist intelligence. The study used the EDR (Educational Design Research) method with research procedures adapted from the McKenney and Reeves model. Data analysis was performed using qualitative and quantitative analysis techniques. The findings from this study indicate that the developed augmented reality media meets the criteria with an eligibility percentage of 88,5 % for the material validator and 98% for the media validator. Based on these results, it can be concluded that this media is very feasible to be used as a means to facilitate the development of naturalist intelligence in early childhood
Analisis Kebutuhan Media Digital Interaktif dalam Pembelajaran STEAM untuk Memfasilitasi Perkembangan Kognitif Anak Usia Dini Anissa Salsabila, Siti Rahma; Rahman, Taopik; Qonita, Qonita
Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini Vol. 5 No. 2 (2025): Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Al-Kifayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53398/arraihanah.v5i2.705

Abstract

This research is motivated by the suboptimal use of digital media in schools for learning. The purpose of this study is to analyze the need for developing interactive digital media in STEAM learning. This study uses the Educational Design Research (EDR) method with a qualitative approach, through observations and interviews with four early childhood education institutions in Tasikmalaya City. The results show that schools have not optimally utilized the digital media provided by the school. Media use in learning is 70% for YouTube videos, 15% for PPT, and 10% for quiz-based games. This is due to teachers' lack of understanding of digital media usage, so they cannot utilize it optimally. The results show that 90% of children are more focused and understand the material delivered through digital media. Therefore, digital media affects cognitive abilities, especially in the ability to understand concepts and materials. Based on the findings, it shows the potential to develop interactive digital media in STEAM learning for early childhood to facilitate cognitive developmen
Peningkatan Kreativitas Anak Usia 5-6 Tahun melalui Media Loose Part Maulany, Fany; Rahman, Taopik; Qonita, Qonita
Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini Vol. 5 No. 2 (2025): Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Al-Kifayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53398/arraihanah.v5i2.735

Abstract

Early childhood is a very important developmental stage in shaping children's character, thinking skills, and creativity, where children quickly respond to stimuli through learning experiences that are appropriate to their developmental stage. This study aims to improve the creativity of children aged 5–6 years through loose parts learning at Amal Sholeh Islamic Kindergarten in Tasikmalaya. The study used the Classroom Action Research (CAR) method model of Kemmis and McTaggart with four stages: Planning, Acting, Observing, and Reflecting. The research subjects were 17 children. Children's creativity was assessed based on five indicators: Fluency, Flexibility, Originality, Elaboration, and Sensitivity. The results of the study showed a significant increase in the planning and implementation of learning by teachers, as well as the development of children's creativity. In the pre-cycle stage, children's creativity abilities only achieved 15.8% (Undeveloped). In the first cycle, the teacher's ability in planning only got 78.5%, then the teacher's ability in implementation only got 52.7%. After improvement, in the second cycle, the teacher's ability in planning increased to 92.8%, for the teacher's ability in implementation also increased to 75%, then for the child's creativity ability increased to 51.1% (Developing According to Expectations). Until its peak in the third cycle, the teacher's ability in planning increased to 98.2%, and the teacher's ability in implementation increased to 94.4%, and for the child's creativity ability increased to 83.8% (Developing Very Well). This finding shows that loose part learning is effective in stimulating the creativity of early childhood and can be a strategy for stimulating the development of creativity at an early age, and can be an alternative innovation in learning that is fun and meaningful
Keterampilan Motorik Halus Anak Usia 3-4 Tahun Melalui Media Paper Clay Huda, Dalva Samrotul; Rahman, Taopik; Loita, Aini
JECIE (Journal of Early Childhood and Inclusive Education) Vol. 8 No. 1 (2024): Desember
Publisher : Program Studi PG PAUD - FKIP - UNIPAR JEMBER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jecie.v8i1.1339

Abstract

Dunia anak merupakan dunia bermain, sepanjang hari, setiap waktu dan setiap saat, hidup anak dipenuhi dengan keceriaan bermain. Bagi anak, bermain secara sendiri maupun berkelompok bersama teman sebaya ataupun dengan orang tua sangatlah menyenangkan. Keterampilan motorik halus (fine motor skil) membentuk keterampilan yang membutuhkan kemampuan untuk mengendalikan otot-otot kecil atau halus untuk memperoleh aktualisasi keterampilan yang berhasil. Penelitian ini menggunakan metode literatur review yang mengambil data dari penelitian dahulu yang pembahasannya tentang peningkatan keterampilan motorik halus anak usia 3-4 tahun melalui media paper clay. Pengambilan data diambil dari 5 (lima) jurnal terkait bersumber dari Google Scholar. Setelah data didapat kemudian dilanjutkan dengan analisis data untuk mengetahui hasil dari 5 (lima) jurnal terkait, kemudian diambil kesimpulan apakah media paper clay cocok untuk peningkatan keterampilan motorik halus anak usia 3-4 tahun. Hasil penelitian menjelaskan bahwa pertama sebagai peningkatan keterampilan motorik halus anak melalui media paper clay dengan menjabarkan media paper clay yang efektif dari beberapa penelitian terkait secara runtut agat dapat dijadikan sebagai sebuah acuan keterampilan motorik halus anak. Kedua, media pembelajaran paper clay dapat meningkatkan keterampilan motorik halus anak usia 3-4 tahun. Ketiga, selain media paper clay juga terdapat media lain yang dapat meningkatkan keterampilan motorik halus anak usia 3-4 tahun melalui media paper clay.
Analisis Penggunaan Media Pembelajaran Dalam Mengenalkan Kearifan Lokal Jawa Barat Pada Anak Usia Dini Aisyah, Siti; Sianturi , Risbon; Rahman, Taopik
Childhood Education : Jurnal Pendidikan Anak Usia Dini Vol. 5 No. 2 (2024): Juni
Publisher : Program Studi Pendidikan Islam Anak Usia Dini Fakultas Tarbiyah Institut Agama Islam (IAI) Al-Qodiri Jember, Jawa Timur Indonesia bekerjasama dengan Kopertais Wilayah 4 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53515/cej.v5i2.6075

Abstract

Local wisdom is an important part of culture that must be preserved and introduced to the younger generation, including young children. This research aims to identify the use of learning media in introducing West Java local wisdom to children aged 5-6 years at Al-Qolam Kindergarten. The research method used is qualitative with a descriptive approach. The research data sources consisted of teachers and group B children at Al-Qolam Kindergarten. Data collection techniques include observation, interviews and documentation. Data analysis is carried out by describing the data that has been collected. The results of the research show that in Al-Qolam Kindergarten learning media has been used in every lesson, but there is no special media designed to introduce West Java local wisdom to children aged 5-6 years.
Development and Effectiveness of Interactive Wordwall Digital Media for Early Childhood Literacy Taopik Rahman; Sadick Akida Mwariko; Nisna Nursarofah; Anggi Maulana Rizqi; Thiana Nurussakinah
Jurnal Pendidikan Progresif Vol 16, No 2 (2026): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v16i2.pp1015-1032

Abstract

This study aimed to develop interactive Wordwall-based digital media for children aged 4-5 years and evaluate its feasibility, practicality, and effectiveness in improving early literacy skills, particularly letter recognition and phonemic awareness. This R&D study applied the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) and was conducted at TK Cerdik and TK Sejahtera 4 in West Java, Indonesia. Participants included teachers and children aged 4-5 years. Feasibility was assessed through expert validation (material, media, and pedagogical experts). Practicality was tested in a small-group trial (n=10), and effectiveness was measured through pre- and post-test literacy assessments in a large-group trial (n=30), with results analyzed using the normalized gain (N-gain) formula. Needs analysis showed that 90% of children were at the “beginning to develop” literacy stage, reflected in a pre-test average of 4.4 (low). Expert validation scores were 80% for material (feasible), 80% for media (feasible), and 100% for pedagogy (very feasible), placing the overall product in the very feasible category. The pedagogical score was based on a structured six-component rubric covering curriculum alignment, developmental appropriateness, play-based learning principles, and teacher usability. The small-group trial yielded a practicality rating of 100% (very feasible). In the large-group trial, the post-test average increased to 10.4, yielding an N-gain of 0.8 (high effectiveness). The most notable improvements were in letter recognition and letter-sound matching. Wordwall-based interactive digital media is feasible, practical, and highly effective in enhancing early childhood literacy among children aged 4-5 years. The media offers an evidence-based, culturally responsive alternative to conventional instructional tools and can be integrated into daily early childhood education practice. Keywords: early childhood literacy, interactive media, wordwall, digital learning, media development.
Pengembangan Komik Digital untuk Memfasilitasi Pemahaman Kosakata Bahasa Sunda Anak Nisrina Nur Khaliza; Taopik Rahman; Anggi Maulana Rizqi
JURNAL BUNGA RAMPAI USIA EMAS Vol. 12 No. 1: Juni 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jbrue.v12i1.74908

Abstract

Abstrak. Artikel ini melaporkan sebuah penelitian pengembangan komik digital untuk memfasilitasi pemahaman kosakata bahasa Sunda anak usia 5-6 tahun. Jenis penelitian adalah model pengembangan (Educational Design Research) yaitu model generic karya McKenney & Reeves (2012). Data diperoleh dengan menggunakan instrumen dan angket. Subjek penelitian melibatkan anak kelompok B TK Sejahtera 4. Validasi dilakukan oleh 3 validator yaitu ahli media, ahli bahasa, dan ahli materi. Hasil dari uji coba terbatas dan luas diperoleh skor rata-rata sebesar 96,67% dengan kategori sangat tinggi. Berdasarkan uraian diatas dapat disimpulkan bahwa komik digital untuk memfasilitasi pemahaman kosakata bahasa Sunda layak digunakan untuk media pembelajaran anak usia 5-6 tahun. Abstract: This article reports a research on the development of digital comics to facilitate the understanding of Sundanese vocabulary in children aged 5-6 years. The type of research is a development model (Educational Design Research), namely the generic model by McKenney & Reeves (2012). Data were obtained using instruments and questionnaires. The research subjects involved children in group B of Sejahtera 4 Kindergarten. Validation was carried out by 3 validators, namely media experts, language experts, and material experts. The results of limited and extensive trials obtained an average score of 96.67% with a very high category. Based on the description above, it can be concluded that digital comics to facilitate the understanding of Sundanese vocabulary are suitable for use as learning media for children aged 5-6 years
The Competency Gap of Early Childhood Education Teachers in Technology-Based Learning : A Digital Literacy Perspective Between Technology Use and Instructional Design Dadan Nugraha; Gilar Gandana; Taopik Rahman
Attractive : Innovative Education Journal Vol. 8 No. 2 (2026): Attractive : Innovative Education Journal
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/aj.v8i2.1732

Abstract

This study aims to analyze the competency gap of early childhood education (ECE) teachers in technology-based learning from a digital literacy perspective, particularly between technology use and instructional design. The study employed a quantitative approach with a cross-sectional survey design involving 217 ECE teachers selected through purposive sampling. Data were collected using a Likert-scale questionnaire (1–5), which was validated using product moment correlation and tested for reliability using Cronbach’s Alpha (α = 0.964). Data were analyzed using descriptive statistics and gap analysis. The results indicate that teachers’ competencies in technology-based learning are at a moderate level (mean = 2.55). The technology use dimension shows a higher mean score (2.60) compared to instructional design (2.46), with a gap of 0.14. These findings suggest that teachers are capable of using technology in learning activities but have not yet optimally developed systematic technology-based instructional design. This gap indicates that teachers’ digital literacy remains at the operational level and has not yet progressed to higher levels involving creation and integration. The implications of this study highlight the need to strengthen teacher competencies through professional development programs emphasizing technology-based instructional design, practice-oriented training, and systemic support to enhance digital literacy comprehensively. This study contributes to the advancement of digital literacy and technology integration in early childhood education and provides a foundation for developing future teacher competency improvement models.
Pengembangan Media Permainan Monkey Math Adventure untuk Mengenalkan Bentuk Geometri pada Anak Usia 4-5 Tahun Sepia Nuriska; Taopik Rahman; Dindin Abdul Muiz L
PrimEarly : Jurnal Kajian Pendidikan Dasar dan Anak Usia Dini Vol. 9 No. 1 (2026): Juni
Publisher : Fakultas Pendidikan, Universitas Sultan Muhammad Syafiuddin Sambas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37567/primearly.v9i1.5467

Abstract

Kemampuan mengenal bentuk geometri merupakan salah satu kemampuan kognitif penting pada anak usia dini yang perlu dikembangkan melalui pembelajaran yang konkret dan menyenangkan. Penelitian ini bertujuan untuk mengembangkan media permainan Monkey Math Adventure sebagai inovasi media pembelajaran berbasis bermain untuk mengenalkan bentuk geometri pada anak usia 4–5 tahun serta mengetahui kelayakan dan kepraktisannya dalam pembelajaran PAUD. Penelitian ini menggunakan pendekatan Educational Design Research (EDR) melalui empat tahapan, yaitu analisis kebutuhan, desain awal, pengembangan melalui validasi dan revisi, serta uji keterterapan. Subjek penelitian berjumlah 15 anak usia 4–5 tahun. Data dikumpulkan melalui observasi, validasi ahli, dan dokumentasi. Hasil penelitian menunjukkan bahwa media Monkey Math Adventure layak dan praktis digunakan. Uji efektivitas menunjukkan peningkatan kemampuan mengenal bentuk geometri dengan nilai N-Gain sebesar 0,70 kategori tinggi. Media ini memberikan kontribusi bagi guru PAUD sebagai alternatif pembelajaran geometri yang interaktif melalui aktivitas bermain.
ANALISIS KEBUTUHAN PENGEMBANGAN MEDIA VIDEO ANIMASI UNTUK PENGENALAN KARAKTER JUJUR PADA ANAK USIA 5-6 TAHUN Silvi Pebrianti Senjawiani; Taopik Rahman; Purwati Purwati
Jurnal Sentra Pendidikan Anak Usia Dini Vol. 5 No. 2 (2026): Jurnal Sentra Pendidikan Anak Usia Dini
Publisher : Program Studi Pendidikan Guru Pendidikan Anak Usia Dini (PGPAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51544/sentra.v5i2.6298

Abstract

Tujuan penelitian ini adalah untuk memetakan kondisi perkembangan moral anak usia 5–6 tahun, mengevaluasi strategi penanaman nilai kejujuran konvensional, serta mengidentifikasi spesifikasi kebutuhan media instruksional berbasis teknologi digital. Metode penelitian yang digunakan adalah pendekatan kualitatif dengan desain fenomenologi guna mendalami potret fenomena sosial secara komprehensif. Teknik pengumpulan data primer dilakukan melalui wawancara mendalam bersama guru serta diperkuat dengan teknik analisis dokumen sebagai pembanding objektif. Teknik analisis data menerapkan teknik analisis tema untuk mengorganisasikan pola data secara teliti, sedangkan keabsahan data diuji menggunakan teknik triangulasi sumber untuk memverifikasi konsistensi informasi hasil wawancara dan catatan dokumen. Hasil penelitian menunjukkan bahwa pemahaman dasar nilai benar dan salah pada anak sudah terbentuk, tetapi konsistensi perilakunya belum stabil dan rentan melakukan kebohongan refleks akibat faktor rasa takut terhadap hukuman. Evaluasi strategi eksisting mengindikasikan bahwa metode ceramah verbal memicu kejenuhan anak, sehingga memunculkan urgensi tinggi terhadap pengembangan inovasi video animasi interaktif bermuatan alur cerita harian, visual cerah, durasi pendek, serta fitur kuis interaksi dua arah. Kesimpulannya, pengadaan media video animasi interaktif yang mudah dioperasikan dan dapat diakses luring menjadi solusi instruksional adaptif untuk mendukung optimalisasi tugas pendidik, sekaligus berimplikasi nyata bagi pengabdian masyarakat dalam mentransformasi metode internalisasi karakter integritas anak secara efektif.
Co-Authors ., Yasbiati Aeni, Silmi Qurota Afni, Rena Nurul Afrillia Junianti Aini Loita Aini Loita Alisah Nur Azizah Alnisya Dwi Febriel Anggi Maulana Rizqi Anggi Maulana Rizqi Anggita Isma Juliandini Ani Sri Handayani Anissa Salsabila, Siti Rahma Ardin, Fiani Nurafifah Azhar Yamin, Alfian Cucu Mulyati Dadan Nugraha Dadan Nugraha Dea Indriani Dian Indihadi Dindin Abdul Muiz Lidinillah Dita Nailul Rohmah Een Enita Elan Elan Elan Elan, Elan Enok Dini Nuraini Esi Destri Fathirahmah Fauziah Syarifatul Huriyah Febriani, Alvi Sufiyanti Fiar Nadiah Fitri Ramadhani Frisca Atriana Tungga Dewi Fuadatun, Fitri Gandana, Gilar Ghina Fairuz Fakhirah Syawalia Ghullam Hamdu Gilar Gandana Gustini, Iis Syifa Hadiyanti, Siti Maryam Hana Pandora Hasanah, Siti Nur Uswatun Hendayani, Yeni Heri Yusuf Muslihin Heri Yusuf Muslihin Heri Yusuf Muslihin Huda, Dalva Samrotul Iskandar, Budi Itsnaeni Aridha Rahmah Kristina, Tina Loita, Aini Luky Adrianto Lutfi Nur Maria Ulfah Sopany Martina, Alis Mau'izhah, Firda Ruhyah Maulani, Julia Maulany, Fany Megawati Windi Sapitri Muhammad Rijal Wahid Muharram Mulyana, Edi Hendri Muslihin, Heri Yusuf Muthiah Muthiah, Muthiah Nahdyawati, Dhea Najiah, Irna Najwa Fadhilah Sofyan Nasser Qudah Nisna Nursarofah Nisrina Nur Khaliza Noer Apri Laeni Nur, Lutfi Nuraly Masum Aprily Nurzaman, Istikhoroh Peby Dwi Damayanti Purwati Purwati Purwati, Purwati QONITA Raden Mohamad Herdian Bhakti Rahman, Firda Nafaatur Rahman Ratna Azshari Suhana Rifda Sa'adatul Laila Risbon Sianturi Sianturi Rosarina Giyartini Rosi Rosyani Sadick Akida Mwariko Sajidah, Cut Fairuz Salma Anisah Yasmin Salsabila Amalia Sepia Nuriska Sianturi , Risbon Sianturi, Risbon Silmi Qurota Aeni Silvi Pebrianti Senjawiani Sima Mulyadi, Sima Siti Aisyah Siti Aminah Adawiah Siti Maryam Hadiyanti Siti Nurma Suhana, Ratna Azshari Sukmawati, Annisa Sumardi . Syaripatunisa, Virda Syawalia, Ghina Fairuz Fakhirah Tahira, Anisa Tajmiati, Atit Tantri Sundari Santoso Thiana Nurussakinah Tiara Suherman Tri Astuti Triana, Mega Tyara Intana Putri Kusumah Utami, Nurul Ulfah Putri Wendah, Sri Yasbiati . Yasbiati, Yasbiati Yuniarti, Rima