Claim Missing Document
Check
Articles

Studi Pendahuluan Pengembangan Media Game Edukasi Counting Object 1-10 Untuk Meningkatkan Kemampuan Numerasi Anak Usia 4-5 Tahun Nida'ul Kamilatul Izza; Gunawan Gunawan; Baik Nilawati Astini; Ika Rachmayani
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 3 (2024): Edisi September 2024
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The counting object educational game is an example of an educational medium that can be utilized in learning, particularly to stimulate children's numeracy skills. Although similar media already exist, this research develops a more innovative, feasible, practical, and effective counting object educational game to enhance the numeracy skills of early childhood learners. This study aims to produce an educational game medium that can be optimally applied in teaching and learning. The method used is Research and Development (R&D) with the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The data sources for this study are children aged 4–5 years in group A, with a total of 10 children. Data collection techniques include observation, documentation, and questionnaires, with descriptive qualitative data analysis. The results of the study indicate that the developed counting object educational game is effective in improving the numeracy skills of early childhood learners after being tested with children and evaluated by media and content experts. Furthermore, satisfaction assessments of this medium show positive responses. The implication of this research is that the developed counting object educational game can be used as an effective alternative to support the development of children's numeracy skills in a learning context.
Pengaruh Media Pembelajaran Mind Map Terhadap Kemampuan Berpikir Kritis Anak Usia Dini Annisa Failasufa; Gunawan Gunawan; Baik Nilawati Astini; Ika Rachmayani
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 4 (2024): Edisi Desember 2024
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aimed to measure the effect of using mind map learning media on the critical thinking skills of early childhood children, as well as to analyze the differences in critical thinking skills before and after the implementation of mind map learning media. This study employed a pre-experimental research design with a pretest-posttest on one experimental group consisting of group B children at TK Negeri 1 Labuapi. Data on children's critical thinking skills were collected through observation and documentation, then analyzed using the N-Gain test and hypothesis testing to determine the effectiveness level of using mind maps. The results showed a significant effect of using mind map learning media on improving the critical thinking skills of early childhood children, evidenced by an average N-Gain value of 0.72, indicating a high level of effectiveness and significant hypothesis test results (p < 0.05). Furthermore, there was a significant difference between the pretest and posttest results, reinforcing this finding. Thus, mind map learning media has an impact on the critical thinking skills of early childhood children. Therefore, it is recommended to implement this media more widely in the learning process at the early childhood education level to create a more interactive, enjoyable, and meaningful learning experience for children.
Pengembangan Game Education Unjumble Untuk Meningkatkan Kemampuan Bahasa Anak Pada Kelompok B di PAUD Alif Monjok Alpina Purwita Sari; Gunawan Gunawan; Baik Nilawati Astini; Nurhasanah Nurhasanah
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 2 (2024): Edisi Juni 2024
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to produce educational games that are feasible, practical and effective. The research and development method uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection was carried out through observation, interviews, documentation and questionnaires with media experts, material experts and teachers. Data analysis was carried out descriptively, quantitatively and qualitatively. The results of stage I media expert validation showed a percentage of 72.5%, and in stage II it increased to 90%, indicating an increase in the feasibility of the game. Material expert validation in stage I showed a percentage of 96.4%, stage II 92.8%, and stage III 91%, showing consistency in the suitability of the material. The results of the practicality test by the teacher showed a percentage of 75%. Observations of children show an increase in language skills, especially in the aspect of increased language skills and aspects of composing words, from stage I of (71.9) to stage II of (81.5) so it can be said to be very effective for implementation in group B children at PAUD Alif. The educational game Unjumble has proven to be feasible, practical and effective in improving the reading language skills of group B children, especially in the aspect of composing words, becoming a fun and interactive alternative learning media. The implication for this research is to add other media or safety toys to conduct conditions in the classroom when the research is carried out.
Pengembangan Game Edukasi Crossword Puzzle untuk Meningkatkan Kemampuan Kognitif Pada Anak Kelompok B di TK IT Al-Fajar Mataram Puji Indriani Sukma; Gunawan Gunawan; Baik Nilawati Astini; Nurhasanah Nurhasanah
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 2 (2024): Edisi Juni 2024
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aimed to develop an educational Crossword Puzzle game to effectively enhance the cognitive skills of Group B children (5-6 years old) at TK IT Al-Fajar Mataram. Cognitive skills, including language, logic, and problem-solving, are essential for early childhood development. Interactive games like Crossword Puzzles are believed to be an engaging and effective approach to stimulate this development. The research employed a Research and Development (R&D) methodology with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. A total of 19 Group B children participated in this study. Research instruments included cognitive skill tests, observation sheets, and feedback questionnaires. The results showed that the educational Crossword Puzzle game was successfully developed and validated by media and material experts. Field trials demonstrated a significant improvement in children's cognitive abilities, particularly in vocabulary recognition, concept comprehension, and simple problem-solving. Children also showed high enthusiasm and interest during gameplay, as reflected in the positive feedback questionnaires. Based on these findings, it can be concluded that the educational Crossword Puzzle game is an effective learning tool for improving the cognitive development of Group B children. This game is recommended as a fun and interactive learning activity at TK IT Al-Fajar Mataram and other early childhood education institutions.
Pengembangan Media Game Edukasi Match Up Untuk Meningkatkan Perkembangan Kognitif Anak Kelompok B di TK Negeri Pembina Mataram Nova Julianti; Gunawan Gunawan; Baik Nilawati Astini; Nurhasanah Nurhasanah
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 2 (2024): Edisi Juni 2024
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to develop a valid, practical, and effective educational match-up game media to enhance the cognitive development of group B children. This research employed a Research and Development (R&D) approach using the ADDIE development model. The subjects of this research were 21 group B children. Data collection techniques included observation, interviews, and documentation. Data analysis was conducted using descriptive qualitative methods. The results of the research showed that the media expert's assessment to determine the feasibility of the match-up game for group B obtained a percentage of 77% to 96%, and the material expert's assessment obtained a percentage of 79% to 100%, categorized as very feasible. The results of the practicality test by the group B teacher obtained a percentage of 95%, categorized as very practical. The results of the product trial at the school on group B children to determine the level of effectiveness obtained a percentage of 100%, categorized as very effective. This media can be an alternative for teachers to provide fun and interactive cognitive stimulation. Based on the results of this research, it can be concluded that the educational match-up game is feasible, practical, and effective in enhancing the cognitive development of group B children at TK Negeri Pembina Mataram in the 2023/2024 academic year.
Pengembangan Game Edukasi Labelled Diagram Untuk Pengenalan Bahasa Asing Pada Anak Kelompok B Di TK Negeri Pembina Mataram Indri Iinpalina; Gunawan Gunawan; Baik Nilawati Astini; Fahruddin Fahruddin
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 3 (2024): Edisi September 2024
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to develop an educational labelled diagram game to assist group B children at TK Negeri Pembina Mataram in learning a foreign language (English) that is feasible, practical, and effective. This game is expected to increase children's interest and ability in learning a foreign language in a fun and effective way. The research method used is R&D (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The labelled diagram educational game is developed through 5 stages: Analysis, Design, Development, Implementation, Evaluation. The subjects in this study were group B children totaling 14 children. Data collection techniques used observation, documentation, and questionnaires. Data analysis was carried out descriptively qualitatively. The results showed that the labelled diagram educational game succeeded in improving early childhood foreign language recognition skills. This is evidenced by an increase in the percentage of children's foreign language recognition skills from 71% with the Developing as Expected (DAE) criteria in trial I to 93% with the Developing Very Well (DVW) criteria in trial II marked by indicators 2 and 5 which previously had the lowest percentage, now have the most significant increase compared to trial I. Validation from media experts and material experts obtained a percentage of 95% with the "very feasible" criteria and teacher satisfaction assessment of the labelled diagram educational game obtained a percentage of 97% with the "very feasible" criteria. It can be concluded that the labelled diagram educational game is proven to be effective in improving foreign language recognition skills in group B children. This labelled diagram educational game can be used as an alternative learning media that is fun, interactive, and innovative at TK Negeri Pembina Mataram.
Studi Pendahuluan Penggunaan Media Pembelajaran Mind Map Pada Kemampuan Berpikir Kritis Anak Usia Dini Di TK Negeri 1 Labuapi Annisa Failasufa; Gunawan Gunawan; Baik Nilawati Astini; Ika Rachmayani
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 3 (2024): Edisi September 2024
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the use of mind maps as a learning medium on the critical thinking skills of early childhood students. The research employed observation, interviews, and analysis of student work at TK Negeri 1 Labuapi. The results indicate that the use of mind maps as a learning medium has a positive impact on the critical thinking skills of early childhood students. This is evident in the increased ability of students to identify main ideas, connect information, and draw conclusions from the learning material. Mind maps help students visualize information and understand the relationships between concepts, making the learning process more enjoyable and interactive, and enhancing their critical thinking skills. Furthermore, the use of mind maps has also proven effective in fostering creativity and active participation among students in the learning process.
The Application of Quizizz Game to Enhance the Cognitive Abilities of Group B Children at TK PGRI 1 Mataram Namiratun Sa&#039;rah; Gunawan Gunawan; Baik Nilawati Astini
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 4 (2025): Edisi Desember 2025
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to enhance children's cognitive abilities through the implementation of the Quizizz game. Cognitive ability is a crucial developmental aspect that must be stimulated from an early age. At this stage, appropriate stimulation is essential to assist children in developing these skills. One effective method for stimulating early childhood cognitive development is game-based learning, such as Quizizz. This study employed the Classroom Action Research (CAR) method, following the Kemmis and McTaggart model, which was conducted in two cycles. The subjects of this research consisted of 14 children. Data collection techniques included observation, cognitive tests, and documentation. The results indicated a significant improvement in children's cognitive abilities from the pre-cycle to Cycle II. In the pre-cycle, classical mastery reached 52.98%. This increased to 62.50% in Cycle I and reached 88.84% in Cycle II. Consequently, the application of the Quizizz game is proven effective in enhancing early childhood cognitive abilities in a fun and interactive manner.
The Utilization of Quizizz-Based Educational Games to Enhance the Cognitive Abilities of Children Aged 5–6 at Raudatush Shibyan Kindergarten Juliani Hidayah; Gunawan Gunawan; Baik Nilawati Astini
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 4 (2025): Edisi Desember 2025
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Quizizz-based educational game media is an innovative learning tool that integrates play with instruction, fostering a more engaging and interactive environment for cognitive development. This study addresses the challenges of low cognitive abilities in problem-solving, logical thinking, and symbolic thinking among children at TK Raudatush Shibyan, which are often attributed to teacher-centered methods and limited digital media integration. Using a quasi-experimental design with a one-group pretest-posttest approach, the study involved 13 children selected through purposive sampling. Cognitive development was assessed using a pictorial instrument aligned with national early childhood education standards. Data were analyzed using non-parametric statistical tests to determine the significance of the intervention. The findings revealed a substantial increase in children's cognitive scores following the intervention. Statistical analysis confirmed a significant difference between pretest and posttest results, with a large effect size indicating that the use of Quizizz had a profound impact on cognitive improvement. In conclusion, Quizizz-based educational games are proven to be an effective and powerful medium for significantly enhancing the cognitive abilities of children aged 5–6 years.
The Role of Early Childhood Education Teachers in Detecting and Addressing Mental Health Issues in Young Children at Kindergarten Cluster II, Seteluk District Anggun Berliantina; Baik Nilawati Astini; Ika Rachmayani; Gunawan Gunawan
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 3 (2025): Edisi September 2025
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study investigates the role of Early Childhood Education (ECE) teachers in detecting and addressing mental health issues among young children in Kindergarten Cluster II, Seteluk District. Employing a quantitative approach with a survey design, data were collected through questionnaires distributed to 44 teachers across 16 kindergartens. The data were analyzed using simple linear regression with SPSS 30.0. The results indicate that the teacher's role significantly influences the detection and management of mental health problems in early childhood. A regression coefficient of -0.864 was obtained, indicating an inverse relationship: as the teacher's role increases, the level of mental health problems in children decreases. Furthermore, the R-Square value of 0.302 suggests that 30.2% of the variance in children's mental health issues is attributed to the teacher's role. Consequently, teachers play a pivotal role in identifying and mitigating mental health challenges. The study recommends continuous training and collaboration among teachers, parents, and professionals to foster a healthy, supportive environment for early childhood development.
Co-Authors Abdul Kadir Abdul Kadir Jaelani Abdul Kadir Jaelani Adilah, Safa Cinta Aeni, Khapipatul Afidah, Nur Agrahatina, Dinda Etri Agustina Ernawati Agustina, Firda Hasnawati Ahmad Zubandi Aini, Risfatul Ainun Jariah Ainunnisa’ul Husna Alkaida, Randa Almiatullah, Almiatullah Alpina Purwita Sari Anggun Berliantina Anindya, Ida Ayu Vinaya Annisa Failasufa Aprilia, Dea Apriliani, Baiq Amlin Arrum Fitrianingsih Astawa, I Made Suwasa Astiti Sofyati Zahra Aulia Dwi Amalina Wahab Aulia Rizkiana Aulia, Riani Apriliyanti Aurelia, Titania Awantari, Qotrunada Azizah, Mutia Nur Azmi, Rujiatul Baiq Nada Buahana Baiq Nada Buahana Baiq Nada Buahana Baiq Nunike Sulvia Dewi Baiq Yunia Herlina Cut Warnaini Darina, Izzatun Desi Novalia Dessy Arfianty Dewi, Rani Silvia Dewi, Rosiana Citra Dian Fakhira Dian Indah Sri Lestari Dian Puspitasari Dinda Riris Nurviani Putri Dwi Istati Rahayu Era Sativa, Filsa Eva Sulastri Fahruddin Fahruddin Fahruddin Fahruddin Fahruddin Fahruddin Fahruddin Fahruddin Fahruddin Fatayatun Nurarifiati Fathoroni Fathoroni Fatimatuzzahrah Fatimatuzzahrah Filsa Era Sativa, Agil Al Idrus, Gito Hadiprayitno Fitriani, Nadia Fuspawati, Yanti G. Gunawan, G. Ghina Sonia Gunawan Gunawan Gunawan Gunawan Guruh Rizky Firdaus Gusti Ayu Trisni Perdani Habibi, M.A Muazzar Habibi, M.A. Muazar Haliza Rifani Hanny Rizkia Shavina Hayati, Liza Surya Hayatun Nupus Herawati Hilda Wardani Husna Mardiah Tillah I Made Suwasa Astawa I Made Suwasa Astawa I Made Swasa Astawa I Made Swasta Astawa I Nyoman Suarta I Nyoman Suarta I Wayan Karta I Wayan Karta Ibrahim Ibrahim Ice, Ice Idiatul Fitri Iftitah Ainur Rizki Ika Rachmayani Ika Rachmayani Imran Imran Indri Iinpalina Intan Sutrawati Intan Triwahyuni Irpan, Baiq Amandha Lucyana Islami, Muhammad Rido Ismayawati Putri Ismi Ayuti Jusman Ismi Sudaryanti Isti Fardila Aeni Ita Lestari Johdi, Haerul Juliani Hidayah Jumratu Sani Juniarti, Rahmia Jurnal Wicara Kadriyan, Hamsu Kausari, Lamya Khairunnisaq Khairunnisaq Bahri Khofifah Desi Indarwati Lale Dewi Nurlita Safitri Latifa Qolbi Lestari, Riskia Dwi Lili Fitri Lovy Herayanti Luluk Elyana Lusiana, Findy Febrianty M.A. Muazar Habibi Maharani, Rafikah Maisyaroh , Maisyaroh MARDIANA Marhendra Haryanto Putra Maria Ulfa Maulidya Ulfah Mega Putri Meiliy Safriani Melati, Regita Meri Apriani Mertina Mia Ilhami Azizah Miranda Yuspiaya Mislannafsiah, Fanis Mohammad Fauziddin Muazzar Habibi Muhammad Tahir Mujahidah, Qotrin Murtadho, Abdul Aqil Mutmainah Mutmainah Nadia Fitriani Namiratun Sa&#039;rah Nani Mazjiatul Adni Nanik Sulismawati Nasya Ulfa Netasya, Baiq Aprilindea Ni Luh Putu Nina Sriwarthini Ni Luh Putu Nina Sriwarthini Sriwarthini Ni Luh Tania Putri Wijaya Ni Made Sulastri Ni Made Sulastri Ni Made Yeni Suranti Ni Nyoman Satyani Gita Wedastri Ni Wayan Putri Widnyani Nida&#039;ul Kamilatul Izza Nisa Zuliyana Afriani Noerhasanah, Noerhasanah Nova Julianti Novindasari Nuha Fathin Zakiyah Nur Farida Kusumaningtyas Nur Fatihah Amalia NUR HASANAH Nuraini Nurfadilah Nurfadniati Nurfathana, Nurfathana Nurhasanah Nurhasanah Nurhasanah Nurhasanah Nurhasanah Nurhasanah Nurhasanah Nurhasanah Nurhasanah Nurhasanah Nuri Safitri Nuriatullizan Nuris Firdiana Safitri Nurmalasari Nurmalasari Nursaptini Nursaptini NURUL HAYATI Ovaliani, Levy Viola Palunte, Octafiany Nari Parni, Tika Yulian Pratama, Nizar Alpian Puji Indriani Sukma Putri, Dinda Riris Nurviana Rabiatul Adwiyah Rachmayani, Ika Raden Mohamad Herdian Bhakti Rahayu Oktapilasari Rahayu, Nafa Alfionita Rahchmayani, Ika Rahmawati, Indi Ramadhani, Intan Sari Ramdhani, Suci Rara Aulia Putri Reni Hidayati Rosdiana Rosdiana Roshada, Amrina Ruri Nurhikma SAFIRA Safira, Baiq Kamila Salampessy, St. Nur Marhamah Z. Saleh, Sagita Utari Saputra, Wahyudi Maulida Sativa, Filsa Era Selviana Selviana Siti Yaumul Afifah Afifah Sri Endang Harviani Nur Sri Kurniati Sri Wahyuni Suci Sukmawati Suhaela Suhaela Sukardi Sukardi Sumiati Suranti, Ni Made Yeni Suryati, Irma Susanti, Melida Susilawati - Sutrawati, Intan Tiara Hesti Amanda Tri Anita Wahyu Ningsih Triana Nadya Salsabilla Triwahyuni, Intan Tuti Sri Wahyuni Ulfa, Nasya Ulfayati, Sri Ulimah, Putri Ummi Kalsum Uswatun Hasanah Utsnani Qomari SP Wanda Azizah Wardani Winarta, Baiq Kusuma Warthini, Ni Luh Putu Nina Sri Wiwik Wahyu Utami Wulandhari, Ni Luh Vidya Yenti Juniarti Yugistina, Erlin Yuli Fitrianingsih Yulia Era Fazira Yundia Pratiwi Nengsi Yuniarti, Baiq Mentari Yuzila, Baiq Yayit Zahroh, Nurlatifah