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Innovation to Learn to Identify Animals with The Storytelling Method Using an Illustrated Flashcard Based on Augmented Reality Denik Ristya Rini; Agnisa Maulani Wisesa; Retno Tri Wulandari
Education Policy and Development Vol. 1 No. 2 (2023): Education Policy and Development
Publisher : Research Synergy Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31098/epd.v1i2.1544

Abstract

Knowing the characteristics of animals is one of the competencies for early childhood. To learn this topic, the teacher usually uses two-dimensional animal illustrations. Along with the times, the use of learning media with technology-based is highly recommended for use in the learning process. Responding to this, this study's main aim was to design and develop 3D flashcards as learning media based on augmented reality that can be integrated with smartphones. The developed media will be used to convey learning material about animal characteristics by recognizing their anatomy through three-dimensional flashcard illustrations and the distinctive sound of each animal. The research method used the ADDIE model. The 3D flashcards were implemented for 60 children from two classes, aged between 5 – 6 years, and four teachers. The results were obtained that 92% of children could recognize animal characteristics in each 3D flashcard scanned using a smartphone. The sound in each animal helps students recognize the type of animal they are studying more. According to the teacher, utilizing this technology greatly increases children's enthusiasm for learning. The limitation of this study is the learning method that must involve parents. The novelty of this research is a learning method that involves parents using smartphones for positive purposes in the child's learning process. Some parents are against using smartphones for early childhood, but without realizing it, the demand for technology literacy must get used to it from childhood.
The PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN ANIMASI SEDERHANA MENGGUNAKAN CANVA PADA TK LABORATORIUM UM Mustikasari, Bunga Fefiana; Rini, Denik Ristya; Wardani, Nuril Kusuma; Sillah, Sumardianshah Bin
Jurnal Al Maesarah Vol 5 No 1 (2026): Education, Social, and Community
Publisher : LPPM STAI Darul Falah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58988/jam.v5i1.709

Abstract

The integration of technology-based instructional media has become essential to enhance the quality of early childhood education. However, many kindergarten teachers still face limitations in developing digital animated learning media. This community service program aimed to strengthen the pedagogical and digital competencies of kindergarten teachers at the UM Laboratory Kindergarten through training on creating simple animated learning media using Canva. The program employed a participatory training approach consisting of three stages: conceptual socialization of digital learning media, hands-on practice in animation development, and evaluation through knowledge tests and product-based assessment. The participants comprised 20 kindergarten teachers who completed the entire training program. The results demonstrated a significant improvement in teachers’ knowledge, technical skills, and self-confidence in utilizing Canva to design animated learning media aligned with early childhood developmental characteristics. All participants successfully produced simple animated instructional media suitable for classroom implementation. These findings indicate that practice-oriented technology training using user-friendly digital platforms is an effective strategy for enhancing teachers’ pedagogical competence and digital literacy in early childhood education, particularly in responding to the demands of 21st-century learning.