Syarfina Syarfina
IAIN Langsa

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Journal : Child Education Journal

Plant Puzzle: How to Apply It to Increase Children's Interest in Learning Science? Jelita, Jelita; Syarfina, Syarfina; Fadhila, Novia
Jurnal Pendidikan Anak Vol 4 No 1 (2022): Child Education Journal: April
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v4i1.2822

Abstract

Learning science concerning early childhood should focus on a fun learning process. However, children's interest in learning while participating in the science learning process is still low; some children are busy playing alone, disturbing their friends, doing other work, and going in and out for various reasons when science learning occurs. This study aims to increase children's interest in learning science through plant puzzle media. The research used the Classroom Action Research (CAR) with the Kemmis-Taggart model with four stages: plan, implementation, observation, and reflection. The participants are ten children aged 5-6 years at Al Faiz Early Childhood Education (ECE) Langsa, Aceh. The researcher used an observation sheet with four indicators: interest in learning, attention to learning, motivation, and knowledge to obtain improvement data. The results showed an increased children's interest in learning science in each cycle. The average score of children in the Well Developed (WD) category was 76%. In addition, children's activities also showed outstanding improvement during the teaching and learning process. The researcher concluded that plant puzzle media could increase children's interest in learning science. The implication of research related to the effectiveness of plant puzzle media on learning other than science needs to be studied further.
Digital Game in Young Children's Numeracy Skill: An Innovation through Learning Media Development Syarfina, Syarfina; Masruroh, Siti; Masyitah, Nur; Sahpitri, Yulia; Pratiwi, Aulia Desi
Jurnal Pendidikan Anak Vol 5 No 3 (2023): Child Education Journal: December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v5i3.5458

Abstract

Children’s numeracy skills significantly influence their readiness to enter primary school. However, teachingnumeracy to children in concrete periods is still a big challenge for teachers. Moreover, technologybasedlearning media must still be considered appropriate for early introduction. This research aims todevelop an interactive digital learning media to improve early childhood numeracy skills. This Researchand Development (RD) method used the 4-D model, which consists of Defining, Designing, Developing,and Disseminating. Expert validators who test the feasibility of the product consist of material, media, andlanguage experts. Respondents in this study were ten children aged 4-5 years at PAUD Nurul Aisyah, EastAceh. The results showed that this digital game is feasible as a learning media to improve early childhoodnumeracy skills. The average validator score for product feasibility is in the very good category, andchildren’s numeracy skills are in the good category. With this learning media, "Numb Game," childrenlearn the concepts of counting, grouping, and simple statistics. Through an interactive approach, thedevelopment of Numb Game media can stimulate children’s engagement in the numeracy learning processby utilizing visual elements, games, and interactions that stimulate curiosity and desire to understandmathematical concepts. Therefore, this interactive digital learning media presents an interesting, adaptive,and effective learning experience according to children’s needs in improving numeracy skills at an earlyage. Further research on the long-term effects of using digital learning media on the development of earlychildhood numeracy skills and the implications for their academic achievement is warranted.