Esti Kurniawati Mahardika
Universitas Terbuka

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ANALISIS KESIAPAN MAHASISWA PG-PAUD UNIVERSITAS TERBUKA MALANG DALAM PEMBELAJARAN BERBASIS E-LEARNING SEBAGAI DAMPAK PANDEMI VIRUS COVID 19 Esti Kurniawati Mahardika; Dhita Paranita Ningtyas
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 3, No 2 (2020): 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.v3i2.897

Abstract

During the pandemic caused by Covid-19 which occurred in Indonesia had a major impact on various sectors, one of which was the tertiary education sector. UT in Malang felt the impact of learning carried out with E-Learning. The research subjects were the 4th and 6th semester students of PG-PAUD Universitas Terbuka, as many as 100 students participated. Descriptive qualitative research methods, survey data collection and interviews with the results of the description of the results stating that PGPAUD  UT students were not ready to do full E-Learning during the covid-19 pandemic. However, learning must be carried out and effective learning methods are needed to maximize the delivery of material.
THE ROLE OF JAVANESE TRADITIONAL GAMES IN IMPROVING CHILDREN’S SOCIAL BEHAVIOR Esti Kurniawati Mahardika
Dinamika Penelitian: Media Komunikasi Penelitian Sosial Keagamaan Vol 21 No 02 (2021): Jurnal Dinamika Penelitian
Publisher : LP2M IAIN Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/dinamika.2021.21.02.419-434

Abstract

Traditional games are increasingly losing place in children’s hearts as information-technology advances. Children prefer modern online-based games that can be accessed at any time via gadgets. Although some online games provide a chat feature that allows communication between users (children), children still cannot make direct contact. This study aims to determine the effectiveness of using traditional games in improving children’s social behavior. This study uses an experimental design method. Researchers compared the scores of children’s social behavior before and after participating in traditional Javanese games. The research was conducted at Mojoranu I Kindergarten, Bojonegoro. Data were collected by means of observation using research instruments for 19 days of observation. Then, to analyze the data, the researchers use data triangulation involving the results of observation scores, interviews and documentation. The results showed that the average score of children’s social behavior before playing Javanese traditional games was 20.83 while the average score after playing Javanese traditional games was 39.11. Based on the results of this study, it can be said that traditional Javanese games are effective in improving children’s social behavior. Parents and/or teachers can use traditional games as a tool to improve children's social skills.
Pengembangan Media Pembelajaran Leap Motion Materi Pengenalan Hewan untuk Meningkatkan Motorik Anak Usia Dini Esti Kurniawati Mahardika; Gunawan Wiradharma; Mario Aditya Prasetyo; Khaerul Anam; Muktia Pramitasari
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 8 No. 5 (2025): Bioedusains: Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/veph3n31

Abstract

This study aims to develop an interactive learning medium based on Leap Motion, namely LeapZoo: Zoo-Based Educational Game, which is designed to improve early childhood motor skills through virtual animal recognition. The method used was research and development (R&D) with the ADDIE model, focusing on the design and development stages. Validation was carried out by media, language, and early childhood education experts to assess technical and pedagogical feasibility. The results showed that LeapZoo is feasible to be used as a learning medium in early childhood education. In conclusion, gesture-based interactions such as stroking and feeding animals can stimulate children’s fine and gross motor coordination and align with Vygotsky’s theory, which emphasizes the role of social interaction and digital scaffolding in the zone of proximal development.  Keywords: Early Childhood, Gesture-Based Learning, Leap Motion, Learning Media, Motor Skills, Animal Recognition