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Pengaruh Pengunaan Media Kahoot terhadap Pengenalan Pendidikan Seksual Pada Anak Usia 5-6 Tahun Lestari, Darmi; Syofriend, Yul; Utoyo, Setiyo; Pransiska, Rismareni
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 8, No 2 (2025): Jurnal Caksana: Pendidikan Anak Usia Dini
Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jcpaud.v8i2.2521

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media Kahoot terhadap pengenalan pendidikan seksual pada anak usia 5–6 tahun di TK Negeri 1 Rikit Gaib Kabupaten Gayo Lues Aceh. Latar belakang penelitian ini didasari oleh rendahnya pemahaman anak terhadap konsep tubuh pribadi, batasan fisik, dan perlindungan diri, serta minimnya media pembelajaran yang digunakan dalam penyampaian materi sensitif seperti pendidikan seksual. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi eksperimen dan desain One-Group Pretest-Posttest Design. Sampel penelitian berjumlah 10 anak yang dipilih dengan teknik sampling jenuh. Instrumen penelitian mencakup indikator pengenalan tubuh pribadi, batasan sentuhan, dan strategi perlindungan diri. Data dianalisis menggunakan uji regresi linear sederhana untuk mengetahui pengaruh media Kahoot terhadap peningkatan pemahaman anak. Hasil penelitian menunjukkan bahwa terdapat pengaruh positif dan signifikan dari penggunaan media Kahoot terhadap pengenalan pendidikan seksual, dengan nilai t hitung sebesar 3,328 dan signifikansi 0,046 (< 0,05). Temuan ini menunjukkan bahwa penggunaan media pembelajaran berbasis permainan seperti Kahoot mampu meningkatkan partisipasi, motivasi, dan pemahaman anak terhadap konsep-konsep dasar pendidikan seksual secara interaktif dan menyenangkan. Dengan demikian, Kahoot dapat dijadikan sebagai media pembelajaran alternatif yang efektif dalam memperkenalkan pendidikan seksual pada anak usia dini secara kontekstual dan ramah anak.
PENGARUH MEDIA AUGMENTED REALITY ‘SPINNING WHEEL’ BERBASIS ASSEMBLR STUDIO TERHADAP KOSAKATA BAHASA INGGRIS ANAK DI TAMAN KANAK-KANAK VILLA BETA KOTA PADANG Zelva Melani; Rismareni Pransiska
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41893

Abstract

The low mastery of English vocabulary among early childhood children remains a problem influenced by the limited availability of interesting learning media and the minimal use of technology. This study aims to determine the effect of the use of Assemblr Studio-based Augmented Reality ‘Spinning Wheel’ media on the English vocabulary of early childhood children at Villa Beta Kindergarten, Padang City. The study used a quantitative approach with a pre-experimental method through a One Group Pretest Posttest Design. The research subjects were 15 children who were determined using a saturated sampling technique. The research instrument was in the form of oral and behavioral tests compiled based on indicators of early childhood language development and validated by experts. Data analysis was carried out using parametric statistical tests with the help of SPSS version 29, including normality tests and Paired Sample T-tests. The results showed a significant increase between pre-test and post-test scores with a significance value of <0.05. Thus, the Assemblr Studio-based Augmented Reality ‘Spinning Wheel’ media has a significant effect in improving English vocabulary mastery among early childhood children.
EFEKTIVITAS FLASHCARD AUGMENTED REALITY DALAM MENGENALKAN KOSA KATA BAHASA INGGRIS ANAK DI TAMAN KANAK-KANAK BAITURRIDHA 2 LUBUK BUAYA Mutia Aulia; Rismareni Pransiska; Elise Muryanti; Saridewi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2025): Volume 12 No. 01 Maret 2026
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11005

Abstract

This research is motivated by the lack of use of learning media in the context of children's introduction to English. This research aims to determine the effectiveness of augmented reality flashcards in introducing English vocabulary to children at Baiturridha 2 Lubuk Buaya Kindergarten. This research uses a quantitative pre-experimental design approach with the One-Group Pretest-Posttest Design type with a purposive sampling technique, namely selecting samples based on certain criteria that are relevant to research needs. Data were analyzed using the Paired Sample T-Test with a significance level of 0.05. The results of the research show that there is significant effectiveness of using augmented reality flashcard media in introducing English vocabulary to young children. This is proven by the increase in the average score from the pretest of 6.10 to 13.40 on the posttest. Apart from that, the results of the Paired Sample T-Test show a significance value (Sig. 2-tailed) of 0.000 < 0.05, so it can be concluded that the use of augmented reality flashcard media is effective in introducing English vocabulary to young children. The conclusion of this research is that the value of d = 5,45 is obtained so that the effectiveness of augmented reality flashcard media is classified as very high.