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Deskripsi Kesulitan Berbicara Pada Anak Usia 4-5 Tahun di TK Al-Khairat Kota Gorontalo Fitriyah Ningsi R. Bakari; Pupung puspa Ardini; Rapi Us. Djuko
Inovasi Pendidikan dan Anak Usia Dini Vol. 1 No. 4 (2024): Oktober: Inovasi Pendidikan dan Anak Usia Dini
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inpaud.v1i4.43

Abstract

This study aims to desribe speech difficulties n children aged 4-5 years at TK Al-Khairat Kindergarten, Gorontalo City. The researcher employed a qualitative research method focusing on the speech diffuculties experienced by children. The study subjects were three children and their parents at TK Al-Khairat Kindergarten in Gorontalo City, Data was collected through interviews and documentation. Data analysis was conducted through data reducation, data ranging from poor arculation to difficulties in understanding and using vocabulary. The causes influencing these difficulties include motor speech disorders such as apraxia, lack of supportive social interactions, and familly communication patterns. These speech difficulties significantly impact the children’s social-emosional development, such as low self-concept and difficulties building social-emotional development, such as low self-concept and difficulties building social relationship. The study highlights the importance of early detection and appropriate intervention to help children overcome speech difficulties, ultimately supporting their social, emotional, and academic development.
Pengembangan Prototype Media Game Wordwall dalam Menanamkan Perilaku Hidup Bersih Pada Anak Usia Dini di TK Permata Sunnah Kecamatan Kota Selatan Kota Gorontalo Syarifah Syarifah; Pupung Puspa Ardini; Nurhayati Tine
Inovasi Pendidikan dan Anak Usia Dini Vol. 2 No. 1 (2025): Januari: Inovasi Pendidikan dan Anak Usia Dini
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inpaud.v2i1.101

Abstract

The lack of learning media for early childhood that motivates children to practice clean living behavior in school is the main issue addressed in this study. This research aims to develop a Wordwall game media prototype to instill clean living behavior in Group B Children at TK Permata Sunnah Kindergarten, Kota Selatan District, Gorontalo City. The research utilized a development method, specifically Research and Development (R&D), following the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Sugiyono (Aini et al., 2023). The study’s findings reveal that the Wordwall game media is highly feasible for instilling clean living behavior, as indicated by the result of expert validation tests. The material expert validation scored 87,27% (very feasible), and the media expert validation scored 96,67% (very feasible). Additionally, pilot tests with teachers showed a feasible percentage of 88,57% (very feasible), while testing with children yielded a score of 4 (feasible). Finally, usage trials with teachers resulted in a feasibility percentage of 97,14% (very feasible), and large-group testing with children scored 5 (very feasible). The study concludes that the development of the Wordwall game media prototype effectively instills clean living behavior in children..
Pengaruh Penggunaan Power Point Interaktif Terhadap Kemampuan Berpikir Simbolik Anak Usia Dini di TK Tribrata Desa Tupa Aurike Modati; Icam Sutisna; Pupung Puspa Ardini
Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan Vol. 1 No. 4 (2024): November : Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/paud.v1i4.63

Abstract

This research aims to determine how interactive PowerPoint affects early childhood symbolic thinking skills at Tribrata Kindergarten, Tupa Villiage. This quantitative research uses a pre-experimental design method with one group pre-test and post-test format. The research sample was comprised of 16 children, and a total sampling technique was used. The data collection technique was done using a performance test. The result showed a difference between the ability to think symbolically before and after using interactive PowerPoint. The average numbers before and after the use of interactive PowerPoint media are 11,875 and 19,75. This proved a significant difference before and after treatment. Based on the t-test using paired two samples for means, the tcount value = 10,47 while the ttable value at (α) = 0,05 or 2,131; therefore, tcount>ttable or 10,47>2,131. since tcount>ttable, the H0 is rejected and H1 is confirmed, which means there was an effect between the use of interactive PowerPoint on the symbolic thinking skills of early childhood at Tribrata Kindergarten, Tupa Village.
Dampak Pembelajaran di Era Digital terhadap Ketercapaian Kemandirian Anak di RA Al-Hidayah Bulango Timur Pupung Puspa Ardini; Nurhayati Tine; Aprilia Kartini Mangantjo
Efektor Vol 12 No 2 (2025): Efektor Vol.12 No.2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v12i2.25429

Abstract

Tujuan dari penelitian ini adalah untuk memperoleh data dan informasi terkait dampak pembelajaran di era digital terhadap ketercapaian kemandirian anak di RA Al-Hidayah Bulango Timur. Jenis Penelitian yang digunakan oleh peneliti adalah deskriptif kualitatif. Subjek dalam penelitian ini adalah anak usia 4-5 tahun yang berjumlah 13 orang anak. Metode yang digunakan dalam pengumpulan data pada penelitian ini yaitu observasi, wawancara dan dokumentasi. Adapun hasil dari penelitian ini menunjukkan bahwa pembelajaran di era digital di RA Al-Hidayah Bulango Timur memberikan dampak positif terhadap kemandirian anak usia dini dalam berbagai aspek. Dari 13 orang anak yang menjadi subjek penelitian tersebut terdapat 5 orang anak berkembang sangat baik dan 8 orang anak berkembang sesuai harapan. Anak tersebut mampu belajar secara mandiri dengan melalui pemberian materi dari guru secara digital menggunakan perangkat digital dan aplikasi seperti Canva, video pembelajaran, dan media audiovisual lainnya. Anak-anak juga menunjukkan keberaniannya dalam menyelesaikan tugas tanpa selalu bergantung pada guru. Penggunaan teknologi dalam kegiatan bermain puzzle melalui smartphone meningkatkan kemampuan berpikir dan bekerjasama bagi anak. Disamping itu kepercayaan diri anak juga dapat terlihat dari keberanian mereka mempresentasikan tugas di depan kelas setelah melihat video pembelajaran. Pembelajaran melalui perangkat digital dapat menarik ketertarikan anak dalam belajar dan membantu mereka memahami materi dengan lebih mudah. Namun demikian pembelajaran di era digital membutuhkan bimbingan serta pengawasan yang tepat dari guru dan orang tua agar dapat perangkat teknologi dapat digunakan secara bijak oleh anak, sehingga dapat menjadi sarana efektif dalam membentuk kemandirian serta keterampilan sosial anak usia dini.