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KESIAPAN DAN KETERLIBATAN PENDIDIK PAUD DI JAWA TIMUR PADA MASA PANDEMIK COVID-19 MELALUI PENGUASAAN TIK anggraini, kristin
incrementapedia Vol 2 No 02 (2020): Incrementapedia: Jurnal Pendidikan Anak Usia Dini
Publisher : Program Studi PG-PAUD Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/incrementapedia.vol2.no02.a3011

Abstract

This research was driven by a change in the implementation of learning in PAUD during the Covid-19 pandemic virus, which was originally conducted face-to-face and turned into virtual. Based on this, the researcher wants to know the readiness, willingness and involvement of PAUD educators in implementing virtual learning. This research is a qualitative research with literature-based data sources collected from several articles contained in various international journals and surveys that have been conducted to about two hundred and fifty-six teachers in East Java who confirmed that as many as 10.5% stated strongly agree, as many as 50.4% agreed while 39.1% stated that they did not agree / were not willing to support efforts to implement virtual learning for early childhood. The results of this study are expected to be a recommendation for policy makers to carry out virtual learning in early childhood classes in order to break the chain of the spread of the Covid-19 virus in Indonesia.
KESIAPAN DAN KETERLIBATAN PENDIDIK PAUD DI JAWA TIMUR PADA MASA PANDEMIK COVID-19 MELALUI PENGUASAAN TIK kristin anggraini; Danang Prastyo
incrementapedia Vol 2 No 2 (2020): Incrementapedia: Jurnal Pendidikan Anak Usia Dini
Publisher : Program Studi PG-PAUD Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/incrementapedia.vol2.no02.a3011

Abstract

This research was driven by a change in the implementation of learning in PAUD during the Covid-19 pandemic virus, which was originally conducted face-to-face and turned into virtual. Based on this, the researcher wants to know the readiness, willingness and involvement of PAUD educators in implementing virtual learning. This research is a qualitative research with literature-based data sources collected from several articles contained in various international journals and surveys that have been conducted to about two hundred and fifty-six teachers in East Java who confirmed that as many as 10.5% stated strongly agree, as many as 50.4% agreed while 39.1% stated that they did not agree / were not willing to support efforts to implement virtual learning for early childhood. The results of this study are expected to be a recommendation for policy makers to carry out virtual learning in early childhood classes in order to break the chain of the spread of the Covid-19 virus in Indonesia.
Pengaruh Permainan Edukatif Brainy Games terhadap Kemampuan Berbahasa Inggris Anak Usia Dini Anggraini, Kristin; Sriemulyaningsih, Maria Josephine Kriesye
Journal of Education Research Vol. 5 No. 3 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i3.1293

Abstract

Bermain merupakan suatu kegiatan yang menyenangkan bagi anak dan melalui bermain kemampuan anak dapat berkembang menjadi lebih optimal. Penelitian ini bertujuan untuk mengenalkan kemampuan berbahasa Inggris pada anak usia dini, terutama pengenalan kosakata dan kalimat perintah melalui sebuah permainan edukatif. Pada era society lima titik nol, beberapa teknologi yang dimanfaatkan dalam kehidupan sebagian besar menggunakan Bahasa Inggris untuk mengoperasikannya, oleh karenanya diperlukan stimulasi sejak dini. Penelitian ini menggunakan jenis penelitian kuantitatif dengan design pre-experimental one group pretest-posttest. Subjek penelitian adalah anak usia lima sampai enam tahun sebanyak lima belas anak. Teknik pengumpulan data menggunakan observasi dan dokumentasi. Untuk menarik kesimpulan hasil penelitian, dilakukan uji hipotesis menggunakan uji-t. Sebelum melakukan uji-t, terlebih dahulu dilakukan uji normalitas dan uji homogenitas. Uji hipotesis dilakukan untuk mengetahui pengaruh permainan edukatif Brainy Games terhadap kemampuan berbahasa Inggris anak usia dini. Kesimpulannya, permainan edukatif Brainy Games dapat digunakan untuk mengembangkan kemampuan berbahasa Inggris anak dengan baik terutama dalam mengenal kosakata dan kalimat perintah Bahasa Inggris.
Problematika Pembelajaran Online pada Aspek Perkembangan Bahasa Anak Usia Dini di Masa Pandemi Covid-19 dan Merdeka Belajar Anggraini, Kristin; Prastyo, Danang
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2022: SPECIAL EDITION: LALONGET III
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.7614

Abstract

This article describes the impact of online learning carried out during the Covid-19 pandemic and its role in aspects of early childhood language development that occurred in the era of independent learning. The factors that cause the underdevelopment of aspects of early childhood language development include the low ability of children to speak, the lack of opportunities for communication between teachers and children during the implementation of online learning resulting in children often being silent when participating in face-to-face learning conducted in the era of independent learning In this case, the child becomes less cheerful and less confident. This happens because during online learning, children are used to being assisted and accompanied by their parents, which makes children dependent on always being assisted by their parents when completing assignments, and makes children feel a little uncomfortable meeting the teacher when carrying out face-to-face learning in the era of independent learning, such as at the moment. So that efforts are needed from teachers to be able to improve aspects of early childhood language development by primarily paying attention to children's needs, especially in the era of independent learning. The research method in this research uses literature study, where researchers will record and analyze various sources, including journals, books, and various forms of documents related to the impact of online learning on aspects of early childhood language development. As for the results, teachers must be able to adapt to the use of information technology in order to create interesting and fun learning and be able to develop aspects of children's language development through face-to-face and online learning activities in the era of independent learning.
Pengaruh Permainan Kosakata Bahasa Inggris Melalui Digital Smart Board For Kids Terhadap Perkembangan Bahasa Anak Usia 5-6 Tahun di Era Merdeka Belajar Anggraini, Kristin; Kriesye S., Maria Josephine; Mindari, Ruruh
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2022: SPECIAL EDITION: LALONGET III
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.7615

Abstract

This research will use the Digital Smart Board for Kids game as a means of learning English vocabulary for young children. This study uses a type of quantitative research using a pre-experimental design with one group pretest-posttest. The research subjects in this study were 15 children aged 5-6 years. The selection of subjects takes into account the application of foreign languages, especially English in teaching and learning activities in kindergarten. Data collection techniques using observation and documentation. To draw conclusions from the research results, a hypothesis test was carried out using the t-test. Before conducting the t-test, the normality test and homogeneity test were first carried out on the research results. Where the alpha value is more than 0.05, the data is considered good and reliable. Hypothesis testing was carried out to determine the effect of English vocabulary games through the Digital Smart Board for Kids on the language development of children aged 5-6 years in the independent learning era. This Digital Smart Board game for kids can be played by all children, so that development in the classroom becomes more applicable, contextual and interesting. In conclusion, the Digital Smart Board game for kids can be used to develop children's language development properly, especially in terms of understanding, remembering and pronouncing/imitating English vocabulary in children aged 5-6 years in the era of independent learning.
The Effectiveness of "Brainy Games" on the English Language Ability of Children Aged 5-6 Years Anggraini, Kristin; Kriesye S, Maria Josephine
Journal of Education Research Vol. 5 No. 4 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i4.1724

Abstract

Masa usia dini adalah masa yang sangat penting, karena semua aspek perkembangan dalam diri anak dapat berkembang dengan sangat cepat terutama perkembangan bahasa anak. Namun perkembangan Bahasa ini dapat semakin dioptimalkan dengan pemberian stimulasi diantaranyanya menggunakan media permainan edukatif “Brainy Games”. Melalui permainan edukatif “Brainy Games” tidak hanya mengembangkan kemampuan anak dalam berbahasa melainkan juga untuk mengenal teknologi serta keterampilan berbahasa Inggris, sehingga anak mampu mengenal kosakata dan kalimat perintah dalam Bahasa Inggris, Penelitian ini menggunakan jenis penelitian kuantitatif pre-experimental dengan one group pretest-posttest design. Subjek penelitian dalam penelitian ini adalah anak usia 5-6 tahun sebanyak 15 anak. Adapun pemilihan subjek dengan mempertimbangkan penerapan bahasa asing utamanya Bahasa Inggris dalam kegiatan belajar mengajar di TK. Teknik pengumpulan data menggunakan observasi dan dokumentasi. Untuk menarik kesimpulan dari hasil penelitian, dilakukan uji hipotesis dengan menggunakan uji-t. Sebelum melakukan uji-t, terlebih dahulu dilakukan uji normalitas dan uji homogenitas terhadap hasil penelitian. Sedangkan uji hipotesis dilakukan untuk mengetahui pengaruh permainan kosakata dan perintah Bahasa Inggris melalui permainan edukatif “Brainy Games” terhadap perkembangan bahasa anak usia 5-6 tahun. Hasil dari penelitian ini adalah permainan edukatif “Brainy Games” dapat digunakan untuk mengembangkan perkembangan bahasa anak dengan baik terutama dalam hal mengenal kosakata dan kalimat perintah Bahasa Inggris pada anak usia 5-6 tahun.
STIMULASI PENGENALAN HURUF MELALUI MEDIA PEMBELAJARAN LETTER DERMOLEN Wati, Sindy Anugerah; Anggraini, Kristin; Takumansang, Regina Christine
Jurnal Abdimas Bina Bangsa Vol. 5 No. 2 (2024): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v5i2.1389

Abstract

Science can improve the welfare of society in order to build national civilization. Through science the quality of life of every human being increases. Knowledge can be obtained in various ways, one of which is through books. Books are needed by every individual to gain and increase knowledge. Gaining knowledge through books is done by reading. Reading is one way to understand all the information contained in the reading text to develop the reader's intellectual abilities. Considering the importance of reading for every individual's intellectual development, it is necessary to increase the culture of reading from an early age. The initial reading stage starts from recognizing letters, spelling vocabulary, reading words and reading sentences. The initial reading stage will feel more difficult or complicated because the child does not yet understand the sounds and symbols of letters. Difficulties or complications in reading need to be anticipated in various ways, one way that can be done is by using interesting media. This community service, Stimulating Letter Recognition through Letter Dermolen Learning Media, aims to stimulate language development, especially in letter recognition using Letter Dermolen media. Stimulation of letter recognition is carried out in every lesson to improve the reading skills of children aged 5-6 years old at Avicenna Kindergarten
PELATIHAN COMPUTATIONAL THINKING SECARA UNPLUGGED KEPADA GURU PAUD PPT MUTIARA BUNDA ONDOMOHEN Anggraini, Kristin; Kriesye S, Maria Josephine; Haryanto, Jessica Febrina; Anugerah Wati, Sindy
Jurnal Abdimas Bina Bangsa Vol. 6 No. 1 (2025): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v6i1.1514

Abstract

The aim of this community service activity (Abdimas) is to provide training to PPT Mutiara Bunda Ondomohen teachers to get to know the basic concepts of Computational Thinking (CT) and to infuse them in the subjects taught so that they can provide CT skills to solve complex problems in everyday life -student day. The partners in community service activities are the mothers of PPT Mutiara Bunda Ondomohen PAUD, totaling 4 people. The implementation of this community service activity was carried out over 8 meetings within one month and consisted of 2 stages, namely the stage of introducing CT and making educational game tools (APE) that support CT in learning as well as the stage of using CT-based APE media in the classroom. The conclusion is that the training carried out for PPT Mutiara Bunda Ondomohen teachers can improve the teachers' skills in infusing CT into subjects.
PEMBUATAN MEDIA PEMBELAJARAN BERBASIS COMPUTATIONAL THINKING (CT) BAGI GURU PAUD Takumansang, Regina Christine; Wati, Sindy Anugerah; Anggraini, Kristin; Simanjuntak, Anita Roslina
Jurnal Abdimas Bina Bangsa Vol. 6 No. 1 (2025): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v6i1.1731

Abstract

This activity is designed to improve teachers' understanding of CT concepts and principles, as well as practical skills in designing interactive and engaging CT-based learning media. The training lasted for five days, divided into two stages, where participants were taught about CT components, such as decomposition, pattern recognition, abstraction, and algorithms, and how to integrate them into learning according to the child's developmental stage. Through this community service, teachers had the opportunity to share experiences and ideas and provide constructive feedback to each other. This community service shows that the training has succeeded in improving the knowledge and skills of Avicenna Kindergarten teachers in creating Computational Thinking (CT)-based learning media. In addition, the media produced is expected to help children develop problem-solving skills, critical, creative, and analytical thinking from an early age. Thus, this activity is a significant initial step to improve the quality of education at Avicenna Kindergarten Surabaya and prepare children to face challenges in the digital era.
The Influence of TOCOMSION Media on Prosocial Behavior for Children 5-6 Years Old Isme, Ester Gabriella; Anggraini, Kristin
CAKRAWALA DINI: JURNAL PENDIDIKAN ANAK USIA DINI Vol 16, No 1 (2025): (ONLINE FIRST) MAY 2025
Publisher : UPI Kampus Cibiru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/cd.v16i1.80921

Abstract

This study analyses the effect of TOCOMSION media on the prosocial behaviour of children aged 5-6 years at Creative Excellent Children Kindergarten. Based on empirical studies, some children have difficulty sharing, cooperating, and showing empathy. One of the causes is a less interactive learning method. This study used the True Experimental Design method with pretest-posttest control group. The sample consisted of 25 children who were divided into experimental and control groups. Data were collected through observation and tests, then analysed using the Mann-Whitney U test. The results showed that TOCOMSION significantly improved prosocial behaviour, especially in the aspects of cooperation, sharing, and empathy. This happens because TOCOMSION integrates physical activities and social interactions that encourage children to work together and control emotions. Through repeated treatment, it is shown that TOCOMSION media has a significant effect on prosocial behaviour. In conclusion, TOCOMSION is effective in improving children's prosocial behaviour through interactive and fun learning. The implication is that this media can be an alternative for PAUD teachers to develop children's social-emotional skills. Enhancing children's learning experience is more interactive and fun, while developing social-emotional skills that are important for their future