Rahmaningrum, Afifah
Unknown Affiliation

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 4 Documents
Search

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): Desember
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): Juni
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.