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Mengembangkan Kreativitas Anak Usia Dini Melalui Pendekatan Reggio Emilia Nurjanah, Novita Eka; Hardiyanti, Widya Dwi
Jurnal Smart PAUD Vol 4, No 2 (2021): Edisi Juli 2021
Publisher : Jurusan PG-PAUD Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/jspaud.v4i2.18873

Abstract

Kreativitas saat ini dipandang sangat penting terutama bagi anak usia dini. Tujuan penelitian ini adalah untuk menjelaskan pendekatan reggio emilia dalam mengembangkan kreativitas pada anak usia dini. Metode penelitian yang digunakan adalah systematic literature review dengan pendekatan kualitatif. Pengumpulan data dan informasi dilakukan dengan cara mengumpulkan, membaca, memahami, dan mereview 44 sumber bacaaan yang relevan dari tahun 2009 hingga 2021. Hasil data yang terkumpul dan pembahasan dapat disimpulkan bahwa reggio emilia merupakan pendekatan pendidikan yang memiliki sisi unik dan berbeda dibandingkan dengan pendekatan pada umumnya. Hal unik ditemukan bahwa anak dibebaskan melakukan eksplorasi dalam lingkungan kelas maupun di luar lingkungan kelas. Eksplorasi ini dapat mengembangkan kreativitas anak secara aktif.
Parents' Perception of Bedtime Stories as An Effort to Build Early Literacy Indar, Indrawati; Purnama, Sigit; Hardiyanti, Widya Dwi
JOYCED: Journal of Early Childhood Education Vol. 4 No. 2 (2024): JOYCED : Journal of Early Childhood Education
Publisher : PROGRAM STUDI MAGISTER PENDIDIKAN ISLAM ANAK USIA DINI (PIAUD) FAKULTAS ILMU TARBIYAH DAN KEGURUAN UIN SUNAN KALIJAGA YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/joyced.2024.42-07

Abstract

Early literacy is a child's ability to interact with information across media, forming a foundation for cognitive, language, and social development. Research highlights that bedtime storytelling plays an important role in stimulating children's literacy development. However, do parents have the same perspective? This study aims to explore parents' perception of bedtime storytelling as a tool to foster early literacy in children. A mix method was used, with data collected through surveys containing indicators to measure parental perceptions. These findings reveal three important points: First, parents generally have the same and conceptually accurate that bedtime storytelling is important. Second, there is variation in parents' understanding of early literacy, with few fully understanding the concept. Third, parents have a positive perception of the role of bedtime storytelling in building early literacy, although they face challenges such as limited leisure time and a lack of effective storytelling techniques. The study emphasizes the importance of proactive efforts by parents and other stakeholders to overcome these barriers and include bedtime storytelling as a routine habit. This practice can serve as a powerful and fun way to improve children's early literacy skills, fostering a lifelong love of learning and reading.
Application of Unggah-Ungguh Javanese for Moral Values Development in Preschool Children Hardiyanti, Widya Dwi; Prayitno, Prayitno; Cholimah, Nur; Tjiptasari, Fitriana
Jurnal Pendidikan Progresif Vol 15, No 2 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i2.pp1126-1141

Abstract

Application of Unggah-Ungguh Javanese for Moral Values Development in Preschool Children. Objective: The background that drives this research is the application of unggah-ungguh Javanese can be used as a vehicle for developing character and morals, especially in early childhood. The challenge of moral values in Java includes adapting learning methods that are not by the context of local wisdom. Unggah-ungguh in Javanese society, it is still considered an important thing and even used as a measure to say that someone has good ethics. This study aims to comprehensively analyse the application of the unggah-ungguh Javanese and identify the media and application methods of the unggah-ungguh Javanese in developing morals in early childhood. Methods: This research method used a Systematic Literature Review (SLR) based on PRISMA guidelines to screen and analyse 20 relevant articles from various sources. The article was analysed in depth using a descriptive qualitative method. Data was collected through a literature search of electronic databases, namely Google Scholar, Scopus, Sage, Science Direct, and Taylor & Francis. Findings: Based on the results of the analysis of 20 application articles, unggah-ungguh Javanese, there are 9 articles mentioning findings related to media and methods effective to develop early childhood moral values if using habituation methods such as the habit of saying greetings or simple greetings in Javanese krama inggil (sugeng enjing, sugeng siang, sugeng sonten, sugeng dalu) and using the word manners in Javanese krama inggil (matur nuwun, pangapunten, nuwun sewu, nyuwun tulung). In addition, the application media unggah-ungguh Javanese for children, such as animation video, picture story book, pop-up book, games and traditional Java songs. Conclusion: The application of unggah-ungguh Javanese is one of the effective strategies for instilling early childhood values and morals with habituation from teachers and parents. Collaboration between teachers and parents is necessary to support successful implementation and provide a strong foundation for the child's character in the future. Keywords: early childhood, javanese, moral values, preschool, unggah-ungguh.
Building Creativity Through Coding Activities of ScratchJr in Early Childhood Hardiyanti, Widya Dwi; Prayitno, Prayitno; Pamungkas, Joko
JURNAL PENDIDIKAN USIA DINI Vol 19 No 2 (2025): Jurnal Pendidikan Usia Dini Volume 19 Number 2 November 2025
Publisher : Program Studi Magister Pendidikan Anak Usia Dini

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpud.v19i2.55194

Abstract

Creativity is an important aspect of early childhood development, but it is often not optimal due to the limited number of interesting and effective learning media. This study aims to describe the process of digital art activities through ScratchJr to develop creativity in early childhood. This study uses a qualitative approach with a involving 13 children aged 5-6 years at IT Nur Hidayah Kindergarten Surakarta. Data was collected through documentation, observation, and interviews. Data analysis uses the qualitative descriptive model of Miles and Huberman, which includes data reduction, data presentation, and conclusion or verification. The results of this study explain that digital art activities through ScratchJr, which uses digital technology media, can develop children's creativity through a simple coding process that is creative and fun. Children can freely express themselves with their creativity to create digital art projects through ScratchJr. Therefore, this ScratchJr media is recommended for early childhood learning to develop expression of creativity and imajination in children's art. Digital art activities are important to consider in early childhood learning, so that children can have a more optimal learning experience.
Assessing Computational Thinking in Early Childhood: Evidence from Kindergarten Children Aged 5–6 Years in Surakarta, Indonesia Hardiyanti, Widya Dwi; Prayitno, Prayitno; Hayati, Nur; Annisa Tsamrotul Fuadah, Puteri
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 10 No. 4 (2025)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2025.104-10

Abstract

Teachers in kindergartens often lack knowledge on how to assess children's computational thinking abilities, as there is a lack of validated instruments to measure this ability in early childhood. This study aims to analyze children’s levels of computational thinking abilities in Kindergarten Surakarta City and identify aspects of computational thinking that are still low, to inform appropriate pedagogical interventions that provide suitable stimulation. The research method employs descriptive quantitative methods, presenting frequency distributions, means, modes, medians, minimums, maximums, ranges, and standard deviations. Data collection techniques through computational thinking tests using instruments that have been validated through expert judgment and pilot testing. The sampling technique used was cluster random sampling, which involved selecting kindergartens in Surakarta City, resulting in 60 respondents aged 5-6 years. Based on the four aspects of computational thinking ability, the algorithm is the most mastered aspect (80%) because teachers often stimulate children through natural daily routines. Pattern recognition (64, 58%) is the ability to identify repetitive patterns, such as those found in color sequences or shapes. Decomposition (54,58%) is challenging because it trains children to break down large problems into smaller parts to make them easier to solve. Debugging (40,41%) is the lowest level because it involves metacognitive aspects in complex problem-solving. This research provides an overview for teachers to be able to implement innovative learning that can stimulate computational thinking. Teachers can actively integrate play-based learning that engages children and collaboration between classmates. In addition, integrating digital technology media can make the learning process more interesting. Given the small sample size in this study, future research should involve a larger group of participants to improve the generalization of results. Future research should use larger sample sizes and encourage collaboration between institutions in different regions so that it can provide further insight into effective learning strategies in stimulating children's computational thinking.
PENGARUH PERMAINAN SCRATCHJR TERHADAP KEMAMPUAN BERPIKIR KOMPUTASIONAL ANAK USIA 5-6 TAHUN Hardiyanti, Widya Dwi; Hafidah, Ruli; Pudyaningtyas, Adriani Rahma
Kumara Cendekia Vol 11, No 2 (2023): Kumara Cendekia
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/kc.v11i2.63169

Abstract

Kemampuan berpikir komputasional dianggap penting untuk setiap individu supaya dapat beradaptasi dengan perkembangan di zaman era digital seperti sekarang. Oleh karena itu, kemampuan berpikir komputasional perlu dikembangkan sejak anak usia dini melalui permainan. Penelitian ini bertujuan untuk mengetahui pengaruh permainan ScratchJr terhadap kemampuan berpikir komputasional anak 5-6 tahun. Penelitian ini merupakan penelitian kuantitatif jenis quasi experimental design tipe non equivalent control group design. Teknik pengambilan sampel dengan sampling jenuh. Sampel penelitian ini adalah anak 5-6 tahun di TK Aisyiyah Surakarta yaitu 11 anak kelompok eksperimen dan 11 anak kelompok kontrol. Teknik pengumpulan data dengan tes. Uji normalitas menggunakan shapiro wilk, uji homogenitas menggunakan levene’s test for equality of variences, teknik analisis data menggunakan independent sample t-test. Hasil penelitian menunjukkan rata-rata kelompok eksperimen lebih tinggi daripada kelompok kontrol, hal ini dibuktikan dengan post-test kelompok eksperimen 23,45 sedangkan post-test kelompok kontrol 18,64. Berdasarkan hasil uji hipotesis menggunakan independent sample t-test menunjukkan signifikansi 0,005 dengan dasar pengambilan keputusan p<0,05 maka terdapat perbedaan. Hasil rata-rata post-test kelompok eksperimen dengan kelompok kontrol terdapat perbedaan signifikan, sehingga dapat dikatakan terdapat pengaruh permainan ScratchJr. Berdasarkan hasil analisis data dapat disimpulkan bahwa terdapat pengaruh permainan ScratchJr terhadap kemampuan berpikir komputasional anak 5-6 tahun di TK Aisyiyah XI Surakarta.