Claim Missing Document
Check
Articles

Found 4 Documents
Search

Teaching Vocabulary to Indonesian Young CHildren with ADHD Kinasih, Titah; Rochmawati, Dyah
JET ADI BUANA Vol 5 No 01 (2020): Volume 05 Number 01 April 2020
Publisher : English Education Department, Faculty of Teacher Training and Education, Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/jet.v5.n01.2020.2291

Abstract

The aim of the present study is investigating (1) the current teaching techniques of teaching English vocabulary for children with Attention Deficit Hyperactivity, and (2) the difficulties faced by the teachers in teaching English vocabulary for children with Attention Deficit Hyperactivity. This survey research employed oral interviews, questionnaire and observation schemes as instruments for data collection. The result of this study indicates that the current techniques employed flashcards, pictures, songs, storytelling. the use of electronic media were the most preferably common techniques in teaching young learners vocabulary. The techniques were sometimes adapted and combined. The difficulties encountered by the teachers were the students’ extensive native language, being uncooperative, inability to stay focused. This study provides some suggestions for they need to be equipped with the methodology of teaching vocabulary for student with such a learning disability. This disability can lead to difficulties in understanding and using language for communication and interaction. Having adequate knowledge of such methodology brings about the equal chances for such students to earn learning success. The article ends up with implications for practice and future research directions. Keywords: teaching; vocabulary; students with attention deficit hyperactivity disorder
Permainan Edukatif Kardus Bekas untuk Mengembangkan Motorik Halus Anak Usia Dini Aisyah; Hartanti, Jahju; Kinasih, Titah; Masita, Yanita Dwi
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i2.3855

Abstract

This research is an experimental study to analyze the improvement of fine motor skills in early childhood. The subjects of this study were children aged 5-6 years, the question used was observation. The data collection methods include: the steps to implement educational games from used materials, tests before the treatment of educational games made from used materials, and after the treatment of making educational games. The data analysis technique used was to determine the differences in the value of each aspect of the pre-test and post-test on the dependent variable (fine motor skills) using the T test. From the results of the t test to determine the effect of educational tools made from used materials on the fine motor development of children aged 5-6 years at TK Permata Ibu Surabaya, there is a difference between the pre and post-test scores. So, there is the influence of the use of educational games from used materials on fine motor skills development in children aged 5-6. The test results show that t count of 20,123 is greater than t-table 2,064 with a significance level of 95%.
Permainan Edukatif Kardus Bekas untuk Mengembangkan Motorik Halus Anak Usia Dini Aisyah; Hartanti, Jahju; Kinasih, Titah; Masita, Yanita Dwi
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i2.3855

Abstract

This research is an experimental study to analyze the improvement of fine motor skills in early childhood. The subjects of this study were children aged 5-6 years, the question used was observation. The data collection methods include: the steps to implement educational games from used materials, tests before the treatment of educational games made from used materials, and after the treatment of making educational games. The data analysis technique used was to determine the differences in the value of each aspect of the pre-test and post-test on the dependent variable (fine motor skills) using the T test. From the results of the t test to determine the effect of educational tools made from used materials on the fine motor development of children aged 5-6 years at TK Permata Ibu Surabaya, there is a difference between the pre and post-test scores. So, there is the influence of the use of educational games from used materials on fine motor skills development in children aged 5-6. The test results show that t count of 20,123 is greater than t-table 2,064 with a significance level of 95%.
Revolution in Fable Universe: Introducing Technology in Children's Literature Setiawan, Rahmat; Andanty, Ferra Dian; Kinasih, Titah; Kurnia, Meytha Dwi; Doyat, Dolmat
General English Education Vol 5 No 2 (2025): EBONY- Journal of English Language Teaching, Linguistics, and Literature
Publisher : The Study Program of English Education of Palangka Raya University 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/ebony.v5i2.20217

Abstract

This research explores the integration of technology into fable narratives as a means of introducing digital literacy to children, thus, it aims at investigating the perspectives of three experienced literature lecturers on how technology can be embedded within fable stories, focusing on narrative structure and moral conflicts. Employing a qualitative research design with a narrative approach, data were collected through in-depth interviews with literature. Thematic analysis was used to interpret the findings. Results reveal a shared view that technology should not merely serve as a narrative backdrop but should catalyse critical reflections on ethical, social, and personal dimensions of digital life. Fables are seen as an adaptable medium to instil both traditional values and modern critical thinking about technology. The study concludes that technologically infused fables have the potential to enrich children’s literature, balancing aesthetic integrity with the demands of digital literacy. It is suggested that future research expands into creating and testing specific fable models within educational settings. Keywords: Fable, Technology, Children’s Literature, Digital Literacy