Claim Missing Document
Check
Articles

Found 16 Documents
Search

PENGARUH MEDIA BAHAN ALAM TERHADAP KEMAMPUAN BERHITUNG ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK TELKOM PADANG Dela Suryani; Rakimahwati; Yaswinda; Saridewi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.17231

Abstract

This study aims to determine the effect of natural material media on the counting ability of children aged 5-6 years at Kindergarten Telkom Padang. This research used a quantitative approach with a quasi-experimental design. The sample consisted of 30 children divided into an experimental group (class B2, 15 children) taught using natural material media and a control group (class B4, 15 children) taught using conventional number-card media. Data were collected through observation using a performance test instrument covering five indicators of early counting ability and analyzed using an independent sample t-test after normality and homogeneity assumptions were met. It can be concluded that natural material media has a significant effect on the counting ability of children aged 5-6 years, providing them with a concrete, engaging, and meaningful learning experience that teachers can adopt as an alternative to conventional media.
PENGARUH PERMAINAN HALANG RINTANG BERBASIS MISI TERHADAP PERKEMBANGAN MOTORIK KASAR ANAK USIA 5-6 TAHUN DI TAMAN KANAK-KANAK DARUL FALAH PADANG Rima Fitria; Tisna Syafnita; Rakimahwati; Saridewi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.17365

Abstract

This study aims to analyze the influence of mission-based obstacle course games on the development of gross motor skills in children aged 5–6 years at Darul Falah Kindergarten, Padang. The study was motivated by the finding that children's gross motor skills, particularly jumping, balancing, bending, and eye-hand coordination, had not yet developed optimally. This research employed a quantitative approach using a quasi-experimental method with a nonequivalent control group design. The population consisted of 38 children from three groups, while the sample comprised 26 children selected through purposive sampling and divided into an experimental group (13 children) and a control group (13 children). Data were collected using a gross motor skills test covering eight indicators and analyzed using Gain Score, the Liliefors normality test, the Levene homogeneity test, the Independent Sample t-test, and Cohen’s d effect size with SPSS 25.0. The results showed a significant difference between the experimental and control groups (p = 0.004), with a large effect size (d = 1.26). Therefore, the MissionBased Obstacle Course Game significantly improved the gross motor development of children aged 5–6 years
PENGARUH MEDIA TRIP BOX DALAM MENGENALKAN KOSAKATA TRANSPORTASI BAHASA INGGRIS PADA ANAK USIA 4-5 TAHUN DI TAMAN KANAK-KANAK PEMBANGUNAN LABORATORIUM UNIVERSITAS NEGERI PADANG Negsa Martoni; Elise Muryanti; Asdi Wirman; Saridewi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17784

Abstract

Introducing English during early childhood is an important effort to develop children's language skills during the golden age period. However, English learning in kindergarten still faces several challenges, particularly the limited use of attractive learning media, resulting in children's vocabulary development not being optimal. This study aimed to determine the effect of Trip Box media on introducing English transportation vocabulary to children aged 4-5 years at Taman Kanak-kanak Pembangunan Laboratorium Universitas Negeri Padang. This research employed a quantitative approach using a quasi-experimental method. The population consisted of all children aged 4-5 years, while the sample included Class B4 as the experimental group and Class B3 as the control group, each consisting of 15 children selected through purposive sampling. Data were collected through observation and performance tests and analyzed using normality, homogeneity, and independent sample t-tests with SPSS version 25. The findings revealed that the post-test mean score of the experimental class (21.2) was higher than that of the control class (19.8). The hypothesis test showed a significance value (2-tailed) of 0.008 (<0.05), indicating that Trip Box media significantly influenced children's English transportation vocabulary acquisition. Therefore, Trip Box can be recommended as an effective, interactive, and enjoyable learning medium for introducing English vocabulary to early childhood learners.
Pengaruh Penggunaan Multimedia Interaktif Berbasis Canva terhadap Keterampilan Membaca Awal Anak Usia Dini Regia Julisa; Saridewi; Serli Marlina; Nurhazizah
PAUD Lectura: Jurnal Pendidikan Anak Usia Dini Vol. 8 No. 02 (2025): PAUD Lectura: Jurnal Pendidikan Anak Usia Dini
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/paud-lectura.v8i02.26852

Abstract

Early reading is an integrated activity that includes a number of activities, from recognizing letters, understanding words, reading letters along with the sounds and meanings contained, and drawing conclusions from a reading. One of the ICT media that is considered effective and interesting for developing children's early reading skills is Canva-based interactive multimedia. This media stimulates a learning experience that makes children happy, so that it can encourage their interest in learning, especially for those who experience delays in recognizing letters, words, and the relationship between sound and meaning. This study aims to investigate the extent to which Canva-based interactive multimedia influences children's early reading skills at Wahana Harapan Bangsa 1 Kindergarten, Padang City. The quantitative approach through its method is in the form of a quasi-experiment. Referring to the results of the post-test hypothesis test, a significance value of 136> 0.05 was obtained, which indicates that the data from both classes are homogeneous. Furthermore, the t-test results show its significance (2-tailed) with a value of 0.006 for equal variances assumed and 0.009 for equal variances not assumed, both of which are> 0.05. The research findings indicate a significant difference between the experimental and control classes. This means that the hypothesis (Ha) is accepted and (Ho) is rejected. Therefore, it can be concluded that the application of Canva-based interactive multimedia has a significant impact on improving children's early reading skills.
Pengaruh Aplikasi English for Kids terhadap Kosakata Bahasa Inggris Anak Usia Dini Shelly Febriani; Saridewi Saridewi; Rismareni Pransiska; Resti Elma Sari
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 5 (2025): September-October 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i5.7392

Abstract

Metode pengenalan kosakata masih monoton, kurang efektif, tidak menarik serta tidak memotivasi anak. Pendekatan yang digunakan belum mampu menarik minat anak-anak secara optimal, sehingga berdampak pada rendahnya motivasi mereka dalam mempelajari bahasa Inggris ini, situasi ini mengindikasikan adanya kesenjangan antara metode pengajaran yang diterapkan dengan kebutuhan dan karakteristik belajar anak usia dini.Studi ini dimaksudkan guna mengungkapkan pengaruh penggunaan aplikasi English for Kids terhadap pengenalan kosakata bahasa Inggris anak usia dini di TK Negeri I Padang. Total sampel 28 anak, mencakup 14 anak kelas eksperimen (B4) serta 14 anak kelas kontrol (B2). Metode quasi eksperimen dengan desain pretest dan posttes dipakai diriset ini. Dalam menganalisis data,peneliti menggunakan seraingkaian uji normalitas,uji homogenitas,serta uji hipotesis guna memastiakan kelayakan dan kekuatan data yang di peroleh. Temuan mengindikasikan anak-anak yang belajar menggunakan aplikasi English for Kids mengalami peningkatan signifikan dipenguasaan kosakata bahasa Inggris dibandingkan dengan anak yang memakai video pembelajaran dari Youtube. Aplikasi ini efektif sebagai media belajar interaktif dalam pembelajaran kosakata bahasa Inggris bagi anak usia dini.
Pengaruh Media Pembelajaran Berbasis Augmented Reality terhadap Kemampuan Berpikir Tingkat Tinggi Anak Usia Dini Siti Hafifah; Serli Marlina; Zulminiati Zulminiati; Saridewi Saridewi
Aulad: Journal on Early Childhood Vol. 8 No. 2 (2025): May - August 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/aulad.v8i2.1083

Abstract

Kemampuan berpikir tingkat tinggi pada anak usia dini penting dikembangkan sejak dini karena berpengaruh terhadap kesiapan anak menghadapi tantangan di masa depan. Penelitian ini bertujuan untuk mengkaji sejauh mana media pembelajaran berbasis Augmented Reality (AR) berpengaruh terhadap HOTS pada anak usia dini. Pendekatan yang digunakan adalah kuantitatif dengan desain quasi-eksperimen, melibatkan 30 anak yang dibagi dalam kelompok eksperimen dan kontrol, dan data yang dikumpulkan berasal dari hasil pre-test dan post-test. Instrumen yang digunakan berupa 7 butir indikator HOTS yang sudah di uji validitas serta reliabilitasnya, dan data dianalisis menggunakan uji-t. Hasil penelitian menunjukkan adanya pengaruh signifikan penggunaan media AR terhadap peningkatan HOTS anak, dengan nilai signifikansi (2-tailed) sebesar 0,00 (<0,05). Implikasi dari hasil ini menunjukkan bahwa penggunaan media AR dapat menjadi alternatif efektif dalam mengoptimalkan pengembangan HOTS pada anak usia dini.