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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.
ANALISIS PENERAPAN PEMBELAJARAN BERBASIS STEAM UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS ANAK USIA DINI Rosida; Rachmayani, Ika; Sriwarthini, Ni Luh Putu Nina
Jurnal Mutiara Pendidikan Vol. 6 No. 1 (2026): Februari
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jmp.v6i1.11778

Abstract

Inovasi menjadi kunci dalam pembelajaran Science, Technology, Engineering, Art and Mathematic (STEAM), yang menuntut sekolah membentuk peserta didik memiliki kompetensi abad 21 yang mampu berpikir kritis, kreatif kolaboratif dan komunikatif. Penelitian ini bertujuan untuk mengetahui apakah keterampilan berpikir kritis anak dapat meningkat melalui penerapan pembelajaran berbasis STEAM di TK Negeri Model Mataram. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan dua siklus, setiap siklus terdiri dari dua pertemuan. Subjek penelitian ini adalah seluruh anak kelompok B di TK Negeri Model Mataram yang terdiri dari 19 peserta didik. Metode pengumpulan data yang digunakan adalah observasi dan dokumentasi. Teknik analisis data menggunakan kuantitatif dan kualitatif deskriptif. Hasil penelitian menunjukkan bahwa keterampilan berpikir kritis anak meningkat setelah dilakukan tindakan dengan penerapan pembelajaran berbasis STEAM. Hasil keterampilan berpikir kritis anak pada pra tindakan sebesar 33,6% dalam kategori mulai meningkat. Pada siklus I mengalami peningkatan dengan nilai rata-rata persentase mencapai 53,3% dengan kategori Meningkat, dan mengalami peningkatan lebih lanjut pada siklus II dengan nilai rata-rata persentase mencapai 77,7% dengan kategori sangat meningkat, dan dapat dikatakan berhasil karena telah sesuai dengan indikator tingkat pencapaian yakni 76%. Maka dapat disimpulkan bahwa penerapan pembelajaran berbasis STEAM dapat meningkatkan keterampilan berpikir kritis anak di TK Negeri Model Mataram.