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Peningkatan Kemampuan Motorik Kasar melalui Permainan Minecraft Run Pada Anak di TK Model Rahmaningrum, Afifah; Khosibah, Salma Aulia; Kusumawardani, Cindy Tri; Dewi, Dwi Jayanti Kurnia
JEA (Jurnal Edukasi AUD) Vol. 10 No. 2 (2024): December
Publisher : Fakultas Tarbiyah dan Keguruan UIN Antasari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jea.v10i2.14489

Abstract

Lack of gross motor stimulation, lack of utilization of supporting facilities, and limited physical activity outside the classroom are the causes of the achievement of children's gross motor skills not yet optimal. Therefore, the study aimed to improve children's gross motor skills through sensorimotor game activities Minecraft Run in Group A1 Sleman Model Kindergarten. This is a Classroom Action Research (CAR) with 18 research subjects. Consists of 8 boys and 10 girls. Data collection techniques used observation and documentation. In addition, the data analysis technique used is quantitative and qualitative descriptive analysis. The results showed that the Minecraft Run game significantly improved children's gross motor skills. The initial percentage of children's gross motor skills of 49.4% increased to 67.3% in cycle I and increased to 82.2% in cycle II. Minecraft Run is an effective method to integrate game-based learning with the stimulation of children's motor development.
Potensi dan Praktik Literasi Artificial Intelligence (AI) dalam Pendidikan Anak Usia Dini di Indonesia: Systematic Literature Review Khosibah, Salma Aulia; Rahmaningrum, Afifah; Kusumawardani, Cindy Tri
JEA (Jurnal Edukasi AUD) Vol. 11 No. 1 (2025): June
Publisher : Fakultas Tarbiyah dan Keguruan UIN Antasari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jea.v11i1.16329

Abstract

The rapid development of Artificial Intelligence (AI) has significantly impacted various sectors, including Early Childhood Education (ECE). This study aims to identify the potential and current practices of AI literacy within the context in Indonesia and emphasizes the importance of strengthening AI literacy from an early age to prepare a generation that is adaptive to technology. A Systematic Literature Review (SLR) was conducted using the PICO framework and PRISMA protocol. Literature was systematically collected from Google Scholar, ScienceDirect, Springer, and Sinta, resulting in 79 articles, of which 14 met the inclusion criteria (Indonesian-based studies, published between 2020–2025, in Indonesian or English). The data were then analyzed using thematic analysis. Findings indicate that AI literacy has a strong potential to enhance learning quality in ECE through interactive, adaptive, and personalized approaches. Technologies such as chatbots, augmented reality (AR), and virtual reality (VR) have been utilized to support cognitive, social-emotional development, and children with special needs. However, AI practices in Indonesia remain limited to institutions with adequate digital infrastructure and technologically literate educators. The lack of empirical research also highlights the need for further exploration. Optimizing AI implementation requires multi-stakeholder collaboration to strengthen infrastructure, train educators, and develop policies that prioritize ethics, safety, and equitable access before national scaling.
Pengaruh Media Flashcard Berbasis Augmented Reality Terhadap Kemampuan Kosakata Anak 4-5 Tahun Rahmawati, Dewi; Komalasari, Dewi; Rahmaningrum, Afifah; Kurnia Dewi, Dwi Jayanti
Jurnal Golden Age Vol. 9 No. 1 (2025): Jurnal Golden Age
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/goldenage.v9i1.30121

Abstract

Penelitian ini dilatarbelakangi oleh adanya kemampuan kosakata anak usia 4-5 tahun yang belum berkembang secara maksimal. Kosakata yang dikenalkan oleh pendidik sebatas suku kata tanpa memiliki makna. Selain itu, metode pembelajaran yang dilakukan oleh pendidik masih bersifat klasikal dan menggunakan media yang monoton. Tujuan penelitian ini untuk mengetahui dan menganalisis pengaruh penggunaan media flashcard berbasis augmented reality terhadap kemampuan kosakata pada anak 4-5 tahun. Penelitian dilakukan menggunakan metode eksperimen dengan bentuk desain quasi experiment nonequivalent control group design. Sampel penelitian ini adalah kelompok A di TK Islam Al-Karomah, Wiyung, Surabaya. Hasil penelitian ini menunjukkan adanya perbedaan pada hasil posttest dengan pretest pada kelompok eksperimen dan kelompok kontrol. Pada kelompok eksperimen terdapat selisih 2,27 sedangkan kelompok kontrol selisih 0,067. Uji hipotesis menggunakan uji Mann- Whitney U test menunjukkan hasil sig. 2 tailed 0.014 (Sign.≤ 0.05), maka disimpulkan bahwa adanya pengaruh penggunaan media flashcard berbasis augmented reality terhadap kemampuan kosakata anak usia 4-5 tahun.
The Influence Of Vocal Bingo Game On The Ability To Recognize Vowel Letters In Children Aged 4 - 5 Years Nabila, Sahyla; Komalasari, Dewi; Dewi, Dwi Jayanti Kurnia; Rahmaningrum, Afifah
Ceria: Jurnal Program Studi Pendidikan Anak Usia Dini Vol 14, No 2 (2025): Ceria Jurnal Pendidikan Anak Usia Dini
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/ceria.v14i2.13915

Abstract

Recognizing vowel letters is a fundamental component of early childhood literacy development. This study investigates the impact of the vocal bingo game on the ability of children aged 4–5 years to recognize vowel letters. The research was motivated by the low vowel recognition skills observed at TK Muslimat NU 79 Miftahul Huda. A quantitative approach was applied using a quasi-experimental Nonequivalent Control Group Design. The participants were divided into two groups—experimental and control—each comprising 15 children. An observation sheet, tested for validity and reliability, was used to assess vowel recognition. Data analysis included normality, homogeneity, and hypothesis testing using SPSS version 23. The results revealed a significance value of 0.031 (p<0.05), indicating a significant difference between the experimental and control groups. The posttest mean score of the experimental group (18.07) was higher than that of the control group (15.47). These findings suggest that the vocal bingo game is an effective instructional medium for enhancing early literacy skills in young children.
Penerapan Kegiatan Bercocok Tanam dalam Pembelajaran Berdiferensiasi pada Kemampuan Motorik Halus Anak Usia 5-6 Tahun Nursih, Bestari; Rahmaningrum, Afifah; Nurifati, Nurifati; Fatimah, Siti; Farijah, Desi; Mashar, Riana
Primera Educatia Mandalika: Elementary Education Journal Vol. 1 No. 1 (2024)
Publisher : Magister Pendidikan Dasar FKIP Universitas Mataram

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Abstract

The aim of this writing is to describe the application of farming activities in differentiated learning on the fine motor skills of children aged 5-6 years at the ABA AL-Furqon Kindergarten, Yogyakarta. This research uses a qualitative type through a descriptive approach. Descriptive research attempts to describe the results of observations and interpret the conditions that occur in relation to the topic taken. The research was conducted in December 2022 at the ABA AL-Furqon Kindergarten in Yogyakarta City. The selection of schools is based on purposive sampling, namely a technique for taking and determining samples based on certain considerations by the researcher. Data collection techniques use observation, interviews and documentation. The data obtained was analyzed using data analysis through the steps of data transcription, data reduction, data validation or triangulation, data presentation and drawing conclusions. The results show that farming is a process of interaction between children and the natural environment and there is cooperation between one child and another. So that the choice of farming method is appropriate for the development of fine motor skills in each child who has different characteristics or development. Because apart from being able to develop fine motor skills, there is increased social emotional development through cooperation and helping each other among children at the ABA AL-Furqon Yogyakarta Kindergarten.
Pelatihan Pendekatan Deep Learning untuk Meningkatkan Kemampuan Berpikir Kritis Anak Usia Dini  Pelatihan Pendekatan Deep Learning untuk Meningkatkan Kemampuan Berpikir Kritis Anak Usia Dini Rahmaningrum, Afifah; Rakhmawati, Nur Ika Sari; Komalasari, Dewi; Reza, Muhammad; Dewi, Dwi Jayanti Kurnia
Dedikasi Cendekia: Warta Pengabdian Pendidikan Vol. 2 No. 2 (2025)
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Abstract

Early childhood education requires teachers to design learning that stimulates critical thinking skills. However, most PAUD teachers in HIMPAUDI, Depok District, Sleman, have limited understanding of the deep learning approach. This community service program aimed to enhance teachers’ competence in implementing deep learning through theory-based and practical training. The methods included socialization, interactive workshops, and classroom mentoring. The results showed a significant improvement in teachers’ understanding of deep learning concepts and their ability to design learning activities that foster children’s critical thinking. Moreover, teachers successfully developed innovative teaching tools and materials based on the deep learning approach. This program highlights the importance of continuous professional development for early childhood teachers and supports the implementation of 21st-century learning focused on cultivating critical thinking skills from an early age.