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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.
PENGARUH MEDIA NUMBER BALL TUBE DALAM MENGENALKAN ANGKA BAHASA INGGRIS PADA ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK KARTIKA 1-61 KOTA PADANG Azizah, Nur; Muryanti, Elise; Pransiska, Rismareni; Anggraini, Vivi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47020

Abstract

Penelitian ini dimotivasi oleh lemahnya kemampuan anak usia 5-6 tahun dalam mengidentifikasi kosakata angka bahasa Inggris, khususnya angka 6 sampai 10, serta kesulitan sebagian anak dalam menghitungnya secara akurat dan berurutan. Faktor lain adalah dominasi media pembelajaran konvensional. Tujuan utama penelitian ini adalah untuk menguji dampak media Number Ball Tube terhadap pengenalan angka bahasa Inggris pada anak usia 5-6 tahun di TK Kartika 1-61 Kota Padang. Metode penelitian yang digunakan adalah kuantitatif melalui quasi-eksperimen dengan desain kelompok kontrol non-ekuivalen, yang melibatkan dua kelas sebagai sampel: kelas eksperimen dan kelas kontrol. Setiap kelas terdiri dari 10 anak yang dipilih melalui teknik purposive sampling. Data dikumpulkan melalui pre-test dan post-test, kemudian dianalisis dengan uji normalitas, uji homogenitas, dan uji hipotesis Independent Sample t-test menggunakan SPSS versi 20.0. Hasil penelitian menunjukkan perbedaan signifikan antara kelas eksperimen dan kelas kontrol, dengan nilai signifikansi (Sig. 2 tailed) sebesar 0,000 < 0,05. Rata-rata hasil post-test kelas eksperimen juga lebih unggul dibandingkan kelas kontrol. Oleh karena itu, media Number Ball Tube telah terbukti secara signifikan meningkatkan kemampuan anak usia 5-6 tahun dalam mengenali kosakata angka bahasa Inggris di Taman Kanak-kanak Kartika 1-61.
PENGARUH GAME EDUKATIF “ALFABETA ADVENTURE“ TERHADAP KEMAMPUAN MEMBACA AWAL ANAK DI TAMAN KANAK-KANAK VILLA BETA KOTA PADANG Viola Ananta; Rismareni Pransiska
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13128

Abstract

This study was motivated by the low early reading skills of young children, particularly in recognizing letters, understanding letter sounds, and combining letters into simple syllables. The use of less interactive learning media also led to low learning motivation. This study aimed to examine the effect of the Canva-based educational game “Alfabeta Adventure” on the early reading skills of children at Villa Beta Kindergarten, Padang City. This study used a quantitative approach with a pre-experimental method and a one-group pretest-posttest design. The subjects were 15 children from Group B at Villa Beta Kindergarten, Padang City. Data were collected using a test consisting of 6 items. Data analysis included normality tests and hypothesis testing using a paired sample t-test with SPSS version 29.0 for Windows. The results showed a significant difference between pre-test and post-test scores of early reading skills, with a significance value of 0.001 < 0.05. The average score of children’s early reading skills increased after the intervention using the “Alfabeta Adventure” educational game. It can be concluded that the “Alfabeta Adventure” educational game is effective in improving early reading skills of young children.
PENGARUH PERMAINAN MATCHING GAME BERBASIS VISUAL STUDIO CODE TERHADAP KEMAMPUAN MEMAHAMI KOSAKTA BAHASA INGGRIS ANAK Abaska, Syifa; Rismareni Pransiska
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13136

Abstract

This research is motivated by the lack of development of English vocabulary comprehension skills of early childhood children, especially in recognizing, understanding meaning, and matching vocabulary with appropriate images. In addition, the use of less interactive learning media causes low motivation and involvement of children in the learning process. Therefore, innovation of learning media that is interesting and appropriate to the characteristics of early childhood is needed. This study aims to test the effect of Visual Studio Code-based matching games on the ability to understand English vocabulary of children in Hangtuah Padang Kindergarten. This study uses a quantitative approach with a quasi-experimental method. The research subjects were 20 children in group B consisting of two classes, namely class B2 as the experimental class and class B1 as the control class, each consisting of 10 children. The data collection technique used a test consisting of 4 statement items. Data analysis was carried out through normality test, homogeneity test, and hypothesis test (independent sample t-test) with the help of SPSS version 29.0. The results of the study showed a significant difference between the ability to understand English vocabulary of children in the experimental class and the control class with a significance value of 0.004 <0.05. The average ability score of children in the experimental class experienced a higher increase than the control class after being given treatment. Thus, it can be concluded that the Visual Studio Code-based matching game is effective in improving the ability to understand English vocabulary of early childhood children
Pengaruh PowerPoint Interaktif terhadap Kemampuan Pencegahan Pelecehan Seksual di Taman Kanak-Kanak Islam Silaturahmi Kabupaten Padang Pariaman Yulia, Rahmi; Pransiska, Rismareni
TSAQOFAH Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i3.6051

Abstract

Preventing sexual harassment among early childhood students remains a challenge at TK Islam Silaturahmi, Padang Pariaman Regency, necessitating effective learning methods to enhance children's ability to recognize and avoid such risks. This study aims to examine the effect of using interactive PowerPoint compared to animated video media on children's ability to prevent sexual harassment. A quasi-experimental method was used, involving two purposively selected classes: Class B1 as the experimental group and Class B2 as the control group, each consisting of 10 children. Research instruments included performance tests, observation sheets, and field notes, all of which were tested for validity and reliability using SPSS version 30. Data analysis included normality tests, homogeneity tests, independent t-tests, and effect size calculation. The results showed that the average score for sexual harassment prevention ability was higher in the experimental group (17.1) than in the control group (16.1). The homogeneity test indicated that the data were homogeneous (sig 0.172 > 0.05), and the t-test showed no statistically significant difference (sig 0.084 > 0.05). However, an effect size of 0.82 indicated a large practical effect. These findings demonstrate that interactive PowerPoint has a significant practical impact and is effective in enhancing early childhood students’ ability to prevent sexual harassment in kindergarten educational settings.
PENGARUH PERMAINAN JEMBATAN TAPANULI TERHADAP KEMAMPUAN BERBICARA ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK ADHYAKSA XXVI PADANG Nanda Sari Musril, Putri; Hazizah, Nur; Yulsyofriend; Pransiska, Rismareni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48908

Abstract

The purpose of this study is to ascertain how the Tapanuli bridge game affects the speaking skills of the students at Adhyaksa XXVI Kindergarten in Padang. This study employs a “nonequivalent control group design, a quasi-experimental method, and a quantitative methodology. Twenty-four youngsters were used as research subjects, and they were split into two groups: the experimental class and the control class”. While the control group received traditional instruction, the experimental group received treatment in the form of the Tapanuli bridge game. Speaking ability tests, structured observations, and documentation were used as data gathering methods. The SPSS version 26 software was used to “analyse the data using the t-test (independent sample t-test), homogeneity tests, and normality tests”. The findings indicated that there was a “significant difference between the children's speaking abilities in the experimental class and the control class, with a significance value (Sig. 2-tailed) of 0.000 <0.05. Therefore, it can be said that the Tapanuli bridge game significantly and favourably enhances children's speaking skills between the ages of five and six. The study's findings show that traditional games can be used as an alternative, effective learning activity to help children who are the study's target improve their speaking abilities. Additionally, this game is enjoyable and significant in helping young children develop their speaking abilities”.
Co-Authors Abaska, Syifa Adela, Adela Fitri Adelina, Aurora Akmal, Teti Alfebi, Salwa Evril Amril, Riri Andana, Nora Rizki Anella, Yulastri Anggraini, Vivi Anisa Putri Arkanasya Ummayah, Yasifa Asdi Wirman Azura Febrian Sulma, Elise Muryanti Calista, Rahma Desnita, Roza Dona Permata Sari Elise Muryanti Endriani, Nova Farida Mayar, Zulminiati Febriani, Shelly Firdausa, Nadila Fitri, Amelia Nirwana Fitri, Rahmadhana Fitria, Yuli Halfiza Etri Hasanah, Ummi Hasni Lesta Hutahaean, Chairunisya Indra Yeni Lestari, Darmi Malfira, Aleyda Mar'ah Daulay, Sopiah Marguri, Resti Mia Amalia Mutia Aulia Mutiara Nur Alifah Mutiatul Husna Nadila Firdausa Nanda Sari Musril, Putri Nenny Mahyuddin Ningsih, Sisri Noer Azhari Azman, Mohamed Novrianti, - Nur Azizah Nur Hazizah Nurhazizah, Nurhazizah Po, Ei Thet Hmoo Putri, Elssy Assari Qalbi, Zahratul Rahmi Taqwa Refzi Endah Kurnia Sari Retno Ayu Safitri Rika Mahdelin Putri Rivda Yetti Sablez, Lestari Safitri, Retno Ayu Sani Rahmadani sara okta nabila Sari, Dona Permata Sari, Resti Elma Saridewi Saridewi, Saridewi Sarlina, Defli Serli Marlina Serli Marlina SETIYO UTOYO Siti Kamsiah Sulaiman, Nur Ashikin Binti Syafrika, Aulia Syahrul Ismet Syamsuddin, Ichwan P Tun, Win Ei Phyu Viola Ananta Wahyuni, Syartika Sri Wahyuni, Vitri Weni Mulia Putri Westri, Zola Witmawati, Witmawati Yanti Asmurita Yeni Rozi Mela Yhara Efkahany Yola Andika Putri Yul Syofriend, Yul yulastri, yuni Yulia, Rahmi Yulsofriend Yulsofriend Yulsyofriend Yulsyofriend Yulsyofriend, yuni yulastri Zelva Melani Zhilla Rahim  Wirman, Asdi