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Play-based learning in practice: An exploration of early childhood education teacher’s experiences in Yogyakarta Amir, Inevianti; Rohmadheny, Prima Suci; Purnama, Sigit; Rosada, Ulfa Danni; Maharani, Ega Asnatasia
Journal of Early Childhood Care and Education Vol. 7 No. 2 (2024)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jecce.v7i2.10948

Abstract

Playing has become an effective method to holistically stimulate various aspects of child development. However, misconceptions among early childhood education (PAUD) teachers regarding the concept of Play-Based Learning (PBL) can lead to potential malpractice. Therefore, this study aims to explore the extent of PAUD teachers' experiences in Yogyakarta City in implementing PBL. Using a survey design, this research produced both quantitative and qualitative data. Data collection was conducted with the assistance of Google Forms, targeting PAUD teachers in Yogyakarta City through random sampling (N=41) using closed, semi-open, and open-ended questions. Quantitative data were analyzed using descriptive statistics, and qualitative data were analyzed using thematic analysis. The results showed that 12.2% of PAUD teachers in Yogyakarta City had low experience in implementing PBL, 56.1% were in the medium category, and the remaining 31.7% were in the high category. This condition is supported by PAUD teachers' recognition that they face a challenge in needing to have broad insights. Meanwhile, four weaknesses of teachers include the various disparity of teacher’s understanding of the PBL concept and three main skills that still require support to improve the quality of PBL implementation and overcome existing weaknesses. Therefore, the study recommends the need to facilitate the strengthening of PAUD teachers' skills tailored to their cluster needs in implementing PBL.
Development of an Augmented Reality–Based Digital Simulation Game to Enhance Students’ Empathic Character Naini, Rohmatus; Rosada, Ulfa Danni; Rohmadheny, Prima Suci; Herdiansyah, Diki; Aditiono, Wahid; Aulia, Shazwina Syifa
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 4 (2025): December (IN PROGRESS)
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i4.18552

Abstract

This study aims to analyze students’ levels of empathy and develop as well as evaluate the effectiveness of an Augmented Reality (AR)–integrated digital simulation game as a group guidance medium to enhance empathic character. The research employed a Research and Development (R&D) methodsing the ADDIE model, followed by an effectiveness test through a quasi-experimental design. A total of 208 students were initially screened, and 16 students with moderate empathy levels were selected and assigned equally to an experimental group and a control group. The empathy scale measured two key dimensions: cognitive empathy and emotional empathy. Data were analyzed using descriptive statistics and ANOVA to assess empathy scores, while expert and practitioner evaluations were examined using the Intraclass Correlation Coefficient (ICC) to determine the validity and consistency of the developed media. Descriptive findings showed an overall mean empathy score of 3.62 (SD = .55), with emotional empathy (M = 3.66) slightly higher than cognitive empathy (M = 3.58). The ANOVA test demonstrated a significant improvement in empathy after the intervention (F = 34.65; p = .000). These results indicate that the AR-based digital simulation game is effective in enhancing students’ empathy. The use of AR-integrated digital media in counseling services is recommended as an innovative approach to foster emotional understanding, social awareness, and empathic behavior among students.