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Identifikasi Alat Permainan Edukatif (APE) Dalam Mengembangkan Sains Sederhana Pada Anak Usia Dini Di Kecamatan Pringgabaya Kabupaten Lombok Timur Nisa Zuliyana Afriani; Gunawan Gunawan; Baik Nilawati Astini; Ni Luh Putu Nina Sriwarthini
Indonesian Journal of Elementary and Childhood Education Vol. 4 No. 1 (2023): Edisi Maret 2023
Publisher : Indonesian Publication Center

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Abstract

Educational Game Tools are all kinds of tools or objects used to play by early childhood that can stimulate aspects of development in children. The purpose of this study was to find out the APE of science used by teachers in developing simple science in early childhood in Pringgabaya Sub-district, East Lombok Regency. This type of research is survey research. The sample used in this research is 8 Kindergartens in Pringgabaya Sub-District with 23 respondents. Data collection methods used in this research are questionnaires, interviews, and documentation. As for the research results obtained, indoor APE which is often used by teachers in develoving simple science in early childhood in 8 Kindergartens of Pringgabaya Sub- District is 91,7% color mixing, and 69,9% inflatable balloon. While outdoor APE that is often used by teachers in develoving simple science in early childhood in Pringgabaya Sub-District is APE floating object, hovering, sinking 82,6%.
Analisis Penerapan Pembelajaran Proyek Berbasis STEAM untuk Meningkatkan Kreativitas Anak Usia Dini di TK Negeri Model Mataram Maulida Sulastri; Gunawan Gunawan; Ika Rachmayani; Ni Luh Putu Nina Sriwarthini
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 1 (2025): Edisi Maret 2025
Publisher : Indonesian Publication Center

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Abstract

This research aimed to implement STEAM-based project learning and measure its effect on the creativity of Group B1 children at the Mataram Model State Kindergarten. This Classroom Action Research (CAR) employed the Kemmis and McTaggart model, conducted in two cycles, with each cycle consisting of two meetings. The research procedures included planning, action implementation, observation, and reflection. The subjects of this study were all 8 children (5 boys and 3 girls) from Group B1 at the Mataram Model State Kindergarten. Data analysis was performed using descriptive qualitative techniques. The research findings indicated a significant increase in children's creativity after the implementation of STEAM-based project learning. The implementation of STEAM-based project learning achieved a 53.3% success rate in Cycle I, which further increased to 86.6% in Cycle II. Concurrently, children's creativity levels rose from 37.5% in the pre-cycle to 62.5% in Cycle I, and ultimately to 87.5% in Cycle II. The intervention was deemed successful as it met the achievement level indicator of 76.0%. Therefore, it can be concluded that the application of STEAM-based project learning effectively enhances the creativity of children in Group B1 at the Mataram Model State Kindergarten.