Syarfina Syarfina
IAIN Langsa

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Online Training on Writing Scientific Articles in Early Childhood Education for Accredited Sinta Journals Syarfina, Syarfina; Warmansyah, Jhoni
Journal of Comunity Service in Early Childhood Education Vol. 1 No. 1 (2025)
Publisher : CV Berkah Syahdin Trust

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64840/jcosece.v1i1.34

Abstract

The training on scientific article writing in the field of Early Childhood Education was conducted online via Zoom on Saturday, August 29, 2020, by the Early Childhood Education Program at Universitas Negeri Jakarta. The event was attended by 150 participants, including PAUD students from various provinces across Indonesia. This training focused on the preparation of manuscripts for accredited national journals. The expert speakers for the event were Dr. Jhoni Warmansyah, M.Pd., and Mrs. Syarfina, M.Pd., with moderation led by Mrs. Muktia Pramitasari, M.Pd. The event was inaugurated by Mrs. Dr. Elindra, M.Pd., Editor-in-Chief of the JPUD Journal at Universitas Negeri Jakarta. During the training, participants gained in-depth knowledge of writing techniques for scientific articles that meet the standards of accredited national journals and learned how to revise and improve manuscripts based on reviewer feedback. The training provided significant benefits to participants by enhancing their skills in writing and publishing scientific work. This program proved to be highly important and valuable for participants in developing their knowledge and skills in the field of Early Childhood Education.
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.
Pedagogy Over Technology: Animal-Themed Digital Games to Support Early Mathematics Learning Fathanah, Nurul; Syarfina, Syarfina; Nadhirah, Nadhirah; Kamis, Kamis; Mahriza, Rita; Maisari, Sri
Atfaluna Journal of Islamic Early Childhood Education Vol. 8 No. 2 (2025): July-December 2025
Publisher : Atfaluna: Journal of Islamic Early Childhood Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/atfaluna.v8i2.7229

Abstract

This study aims to develop and evaluate "Smartimals," an animal-themed digital game designed to support early mathematics learning in resource-limited contexts. Employing a Research and Development (R&D) approach adapted from the 4-D model, the study was conducted with 15 children aged 5–6 years in a rural area of East Aceh, Indonesia. The development prioritized accessible technology to ensure practicality for teachers in infrastructure-constrained settings. Data were collected through expert validation questionnaires and direct observation of learning outcomes. The results indicate that the developed media is highly feasible and effective, achieving expert validation scores of 95.3% for media design, 80% for content, and 96% for language, alongside a field trial effectiveness rate of 89.9%. Beyond technical feasibility, the findings suggest that the integration of familiar animal themes functions as a cognitive anchor, effectively reducing extraneous cognitive load and bridging abstract mathematical concepts, such as arithmetic and pattern recognition, with concrete experiences. This study reinforces the premise of "pedagogy over technology," demonstrating that simple, contextually relevant ICT tools can significantly enhance early numeracy and student engagement, offering an inclusive solution for early childhood education in remote areas.