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Pengembangan Game Edukasi Spinning Wheel Untuk Meningkatkan Perkembangan Bahasa Anak Kelompok B Di PAUD Semai Harapan Bangsa Mataram Nasya Ulfa; Gunawan Gunawan; Baik Nilawati Astini; Fahruddin Fahruddin
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 4 (2024): Edisi Desember 2024
Publisher : Indonesian Publication Center

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Abstract

This study aims to develop an educational game "Spinning Wheel" that is effective in improving the language development of group B children at PAUD Semai Harapan Bangsa Mataram. Language development is an important aspect in the growth and development of early childhood, and the use of interactive game media is believed to be an interesting and effective approach. The use of games in the learning process to improve children's language development shows several aspects that have increased. One of them is the ability to tell stories, where children will tell what they see and what they feel after using the game. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of the study were 8 children in group B who were selected randomly. The research instruments used were language ability tests, observation sheets, and child response questionnaires. The results of the study showed that the educational game "Spinning Wheel" had been successfully developed and validated by media experts and material experts. Field trials showed a significant increase in children's language skills after using this game. Children also showed high enthusiasm and interest while playing. The children's response questionnaire revealed that they felt happy and motivated to learn through the "Spinning Wheel" game. Based on the results of the study, it can be concluded that the educational game "Spinning Wheel" is an effective learning media to improve the language development of children in group B. This game can be used as an alternative to fun and interactive learning activities at PAUD Semai Harapan Bangsa Mataram.
Pengembangan Game Edukasi Berhitung (Counting Object) untuk Meningkatkan Kemampuan Numerasi Anak Usia Dini Nani Mazjiatul Adni; Ika Rachmayani; Gunawan Gunawan; Baik Nilawati Astini
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 2 (2024): Edisi Juni 2024
Publisher : Indonesian Publication Center

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This research aims to develop an effective, feasible, and practical educational counting game (counting object) media to enhance the numeracy skills of 5-6-year-old children at TK Jannatul Adni Aikmel Timur. The research employed a Research and Development (R&D) methodology with the ADDIE development model, consisting of five stages: analysis, design, development, implementation, and evaluation. The research subjects were 10 children aged 5- 6 years at TK Jannatul Adni. Data collection techniques included observation, interviews, questionnaires, and documentation. The results showed that the educational counting game (counting object) media was effective in improving the numeracy skills of 5-6-year-old children at TK Jannatul Adni Aikmel Timur. This was evident in the results of the media trials with children, where the first development stage achieved a percentage of 76.25%, and the second development stage achieved a percentage of 92%. Therefore, the educational counting game (counting object) media is effective in enhancing early childhood numeracy skills. The media was also declared feasible by media and material experts and deemed practical for use by teachers and children.
Studi Pendahuluan Pengembangan Media Game Edukasi Counting Object 1-10 Untuk Meningkatkan Kemampuan Numerasi Anak Usia 4-5 Tahun Nida'ul Kamilatul Izza; Gunawan Gunawan; Baik Nilawati Astini; Ika Rachmayani
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 3 (2024): Edisi September 2024
Publisher : Indonesian Publication Center

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Abstract

The counting object educational game is an example of an educational medium that can be utilized in learning, particularly to stimulate children's numeracy skills. Although similar media already exist, this research develops a more innovative, feasible, practical, and effective counting object educational game to enhance the numeracy skills of early childhood learners. This study aims to produce an educational game medium that can be optimally applied in teaching and learning. The method used is Research and Development (R&D) with the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The data sources for this study are children aged 4–5 years in group A, with a total of 10 children. Data collection techniques include observation, documentation, and questionnaires, with descriptive qualitative data analysis. The results of the study indicate that the developed counting object educational game is effective in improving the numeracy skills of early childhood learners after being tested with children and evaluated by media and content experts. Furthermore, satisfaction assessments of this medium show positive responses. The implication of this research is that the developed counting object educational game can be used as an effective alternative to support the development of children's numeracy skills in a learning context.
Pengaruh Media Pembelajaran Mind Map Terhadap Kemampuan Berpikir Kritis Anak Usia Dini Annisa Failasufa; Gunawan Gunawan; Baik Nilawati Astini; Ika Rachmayani
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 4 (2024): Edisi Desember 2024
Publisher : Indonesian Publication Center

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This study aimed to measure the effect of using mind map learning media on the critical thinking skills of early childhood children, as well as to analyze the differences in critical thinking skills before and after the implementation of mind map learning media. This study employed a pre-experimental research design with a pretest-posttest on one experimental group consisting of group B children at TK Negeri 1 Labuapi. Data on children's critical thinking skills were collected through observation and documentation, then analyzed using the N-Gain test and hypothesis testing to determine the effectiveness level of using mind maps. The results showed a significant effect of using mind map learning media on improving the critical thinking skills of early childhood children, evidenced by an average N-Gain value of 0.72, indicating a high level of effectiveness and significant hypothesis test results (p < 0.05). Furthermore, there was a significant difference between the pretest and posttest results, reinforcing this finding. Thus, mind map learning media has an impact on the critical thinking skills of early childhood children. Therefore, it is recommended to implement this media more widely in the learning process at the early childhood education level to create a more interactive, enjoyable, and meaningful learning experience for children.
Pengembangan Game Education Unjumble Untuk Meningkatkan Kemampuan Bahasa Anak Pada Kelompok B di PAUD Alif Monjok Alpina Purwita Sari; Gunawan Gunawan; Baik Nilawati Astini; Nurhasanah Nurhasanah
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 2 (2024): Edisi Juni 2024
Publisher : Indonesian Publication Center

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This research aims to produce educational games that are feasible, practical and effective. The research and development method uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection was carried out through observation, interviews, documentation and questionnaires with media experts, material experts and teachers. Data analysis was carried out descriptively, quantitatively and qualitatively. The results of stage I media expert validation showed a percentage of 72.5%, and in stage II it increased to 90%, indicating an increase in the feasibility of the game. Material expert validation in stage I showed a percentage of 96.4%, stage II 92.8%, and stage III 91%, showing consistency in the suitability of the material. The results of the practicality test by the teacher showed a percentage of 75%. Observations of children show an increase in language skills, especially in the aspect of increased language skills and aspects of composing words, from stage I of (71.9) to stage II of (81.5) so it can be said to be very effective for implementation in group B children at PAUD Alif. The educational game Unjumble has proven to be feasible, practical and effective in improving the reading language skills of group B children, especially in the aspect of composing words, becoming a fun and interactive alternative learning media. The implication for this research is to add other media or safety toys to conduct conditions in the classroom when the research is carried out.
Pengembangan Game Edukasi Crossword Puzzle untuk Meningkatkan Kemampuan Kognitif Pada Anak Kelompok B di TK IT Al-Fajar Mataram Puji Indriani Sukma; Gunawan Gunawan; Baik Nilawati Astini; Nurhasanah Nurhasanah
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 2 (2024): Edisi Juni 2024
Publisher : Indonesian Publication Center

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This study aimed to develop an educational Crossword Puzzle game to effectively enhance the cognitive skills of Group B children (5-6 years old) at TK IT Al-Fajar Mataram. Cognitive skills, including language, logic, and problem-solving, are essential for early childhood development. Interactive games like Crossword Puzzles are believed to be an engaging and effective approach to stimulate this development. The research employed a Research and Development (R&D) methodology with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. A total of 19 Group B children participated in this study. Research instruments included cognitive skill tests, observation sheets, and feedback questionnaires. The results showed that the educational Crossword Puzzle game was successfully developed and validated by media and material experts. Field trials demonstrated a significant improvement in children's cognitive abilities, particularly in vocabulary recognition, concept comprehension, and simple problem-solving. Children also showed high enthusiasm and interest during gameplay, as reflected in the positive feedback questionnaires. Based on these findings, it can be concluded that the educational Crossword Puzzle game is an effective learning tool for improving the cognitive development of Group B children. This game is recommended as a fun and interactive learning activity at TK IT Al-Fajar Mataram and other early childhood education institutions.
Pengembangan Media Game Edukasi Match Up Untuk Meningkatkan Perkembangan Kognitif Anak Kelompok B di TK Negeri Pembina Mataram Nova Julianti; Gunawan Gunawan; Baik Nilawati Astini; Nurhasanah Nurhasanah
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 2 (2024): Edisi Juni 2024
Publisher : Indonesian Publication Center

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Abstract

This research aims to develop a valid, practical, and effective educational match-up game media to enhance the cognitive development of group B children. This research employed a Research and Development (R&D) approach using the ADDIE development model. The subjects of this research were 21 group B children. Data collection techniques included observation, interviews, and documentation. Data analysis was conducted using descriptive qualitative methods. The results of the research showed that the media expert's assessment to determine the feasibility of the match-up game for group B obtained a percentage of 77% to 96%, and the material expert's assessment obtained a percentage of 79% to 100%, categorized as very feasible. The results of the practicality test by the group B teacher obtained a percentage of 95%, categorized as very practical. The results of the product trial at the school on group B children to determine the level of effectiveness obtained a percentage of 100%, categorized as very effective. This media can be an alternative for teachers to provide fun and interactive cognitive stimulation. Based on the results of this research, it can be concluded that the educational match-up game is feasible, practical, and effective in enhancing the cognitive development of group B children at TK Negeri Pembina Mataram in the 2023/2024 academic year.
Pengembangan Game Edukasi Labelled Diagram Untuk Pengenalan Bahasa Asing Pada Anak Kelompok B Di TK Negeri Pembina Mataram Indri Iinpalina; Gunawan Gunawan; Baik Nilawati Astini; Fahruddin Fahruddin
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 3 (2024): Edisi September 2024
Publisher : Indonesian Publication Center

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This research aims to develop an educational labelled diagram game to assist group B children at TK Negeri Pembina Mataram in learning a foreign language (English) that is feasible, practical, and effective. This game is expected to increase children's interest and ability in learning a foreign language in a fun and effective way. The research method used is R&D (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The labelled diagram educational game is developed through 5 stages: Analysis, Design, Development, Implementation, Evaluation. The subjects in this study were group B children totaling 14 children. Data collection techniques used observation, documentation, and questionnaires. Data analysis was carried out descriptively qualitatively. The results showed that the labelled diagram educational game succeeded in improving early childhood foreign language recognition skills. This is evidenced by an increase in the percentage of children's foreign language recognition skills from 71% with the Developing as Expected (DAE) criteria in trial I to 93% with the Developing Very Well (DVW) criteria in trial II marked by indicators 2 and 5 which previously had the lowest percentage, now have the most significant increase compared to trial I. Validation from media experts and material experts obtained a percentage of 95% with the "very feasible" criteria and teacher satisfaction assessment of the labelled diagram educational game obtained a percentage of 97% with the "very feasible" criteria. It can be concluded that the labelled diagram educational game is proven to be effective in improving foreign language recognition skills in group B children. This labelled diagram educational game can be used as an alternative learning media that is fun, interactive, and innovative at TK Negeri Pembina Mataram.
Studi Pendahuluan Penggunaan Media Pembelajaran Mind Map Pada Kemampuan Berpikir Kritis Anak Usia Dini Di TK Negeri 1 Labuapi Annisa Failasufa; Gunawan Gunawan; Baik Nilawati Astini; Ika Rachmayani
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 3 (2024): Edisi September 2024
Publisher : Indonesian Publication Center

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Abstract

This study aims to analyze the use of mind maps as a learning medium on the critical thinking skills of early childhood students. The research employed observation, interviews, and analysis of student work at TK Negeri 1 Labuapi. The results indicate that the use of mind maps as a learning medium has a positive impact on the critical thinking skills of early childhood students. This is evident in the increased ability of students to identify main ideas, connect information, and draw conclusions from the learning material. Mind maps help students visualize information and understand the relationships between concepts, making the learning process more enjoyable and interactive, and enhancing their critical thinking skills. Furthermore, the use of mind maps has also proven effective in fostering creativity and active participation among students in the learning process.
Pengaruh Model Pembelajaran Treffinger Dalam Membangun Disposisi Kreatif Sains Peserta Didik Pada Sekolah Dasar Iin Mahlia Fitriana; AA. Sukarso; Gunawan Gunawan; Asrin Asrin; Sri Subarinah
Indonesian Journal of Elementary and Childhood Education Vol. 5 No. 3 (2024): Edisi September 2024
Publisher : Indonesian Publication Center

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This study aims to find and describe the effect of Treffinger learning model on students' creative disposition. The number of subjects in this study consisted of two class groups, namely the experimental class with a total of 20 students and the control class with a total of 24 students conducted at SDIT Generasi Muslim Cendekia. Data collection methods were carried out by means of documentation, observation, questionnaires and tests. The results of this study indicate the effect of Treffinger learning on the creative disposition of students in the experimental class group with the results of the creative disposition hypothesis test obtained an F value of 77.362 with a significance of 0.000<0.05, then Ho is rejected, so Ha is accepted. Based on the results of the analysis that the Treffinger learning model is proven to be able to improve the creative disposition of science of SDIT Generasi Muslim Cendekia students.
Co-Authors A Wahab Jufri A. Harjono, A. A. W. Jufri, A. W. A.A. Ketut Agung Cahyawan W AA Sukarso AA. Sukarso Abdul Quddus Agus Ramdani Agus Ramdani Ahmad Busyairi, Ahmad Ahmad Harjono Alia Cahyani Alpina Purwita Sari Aminah Aminah Amrullah Annisa Failasufa Aris Doyan Asrin Asrin Astini, Baik Nilawati Ayondya, R. Baiq Nabila Saufika Zainuri Baiq Niswatul Khair Barinta Nur Respasari Cokorde Putra Segening Dinda Riris Nurviani Putri Doyang Besari Dwi Cici Maylani Ema Nopiani Endang Susantini Esti Mulyati Pratiwi F Fathoroni Fahmi Firdaus Fahmi Yahya Fahruddin Fahruddin Fahrurrozi, M. Fathoroni Fathoroni Fenny Febriyanti Filsa Era Sativa, Agil Al Idrus, Gito Hadiprayitno Finta Yudiafarani Guruh Rizky Firdaus Habibi Habibi Haerul Johdi Haerunisyah Sahidu Hairunisyah Sahidu Hairunnisyah Sahidu Halim, Ardiansyah Hariyanto, D F Herayanti, L. Herayanti, L. Hikmawati Hikmawati Hikmawati Hikmawati Husnul Hatimah Husnul Jannah Huswatul Hasanah I Nyoman Suarta I Wayan Gunada I Wayan Karta I. Imran, I. Ibrahim Ida Ermiana Ida Kaniawati Iin Mahlia Fitriana Imam Bachtiar Imran Imran Imran Imran Indri Iinpalina Ita Laila Jannatin &#039;Ardhuha Jannatin ‘Ardhuha Jannatin ‘Ardhuha Joni Rokhmat Joni Rokhmat Kartika, S A Kosim . Kosim, K. Kurniawan Arizona Lalu Budiman Arief Budiman Larasafitri, Martina Nur Lovy Herayanti Lovy Herayanti Lovy Herayanti Lovy Herayanti M.A. Muazar Habibi Made Suwasa Astawa Mahesti Kusdiastuti Mansyur, Abd. Marhendra Haryanto Putra Maria Anastasia Da Lopez Maria Ulfa Mariam Ulfa Martina Nur Larasafitri Maulida Sulastri Maya Astika Mir'atun Nisyah Miratul Aini Muh. Makhrus Muhammad Taufik Muhammad Yustiqvar Naf’atuzzahrah Naf’atuzzahrah Najwa Najwa Nani Mazjiatul Adni Nasya Ulfa Ni Made Yeni Suranti Ni Made Yeni Suranti Ni Made Yeni Suranti Ni Nyoman Sri Putu Verawati Ni Wayan Putri Widnyani Nida&#039;ul Kamilatul Izza Nina Nisrina Nining Fitriani Nisa Zuliyana Afriani Nova Julianti Novianto, Arief Novianto, R.A. Nurhasanah Nurhasanah Nurul Iqamah Nyena Efendi P. Ayu Suci Lestari P. Ayu Suci Lestari P. Ayu Suci Lestari Prapti Sedijani Puji Indriani Sukma Qothrunnada Qothrunnada Rabiatul Adwiyah Rachmayani, Ika Rahmatullah Rahmatullah Ramdani, A. Ratna Azizah Mashami Ricca Veronica Rizka Nurul Atmi Aulia Rizky Tania Utami Rodi Atma Putra Ronodirdjo, Muhammad Zuhdi Sadam Husein Sahidu, H. Sahidu, H. Saprizal Hadisaputra Satutik Rahayu Shinta Mutiara Dewi Sri Subarinah Suhubdy Suhubdy Sukarso, Aa Susianah, S. Susilawati - Sutrio Syahrial Ayub Syahriani Yulianci Syari'atul Fitria Tiara Hesti Amanda Tirtawana, Mery Triana Nadya Salsabilla Tuti Sri Wahyuni Wahono Widodo Wahyudi Wahyudi Warthini, Ni Luh Putu Nina Sri Wildan Wildan Wirda Yusrini Wiwik Kurniawati Yayuk Andayani Yustiqvar, M. Yuyun Parwati Ziadatun Nikmatillah