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Fostering Tsunami Preparedness in Early Childhood: A Gamified Learning Approach for Banda Aceh Fauzatul Uzma; Dewi Fitriani; Umar bin Abd Aziz
Journal of Islamic Education Students (JIES) Vol. 6 No. 1: May 2026
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v6i1.16500

Abstract

  This study aimed to develop and assess the feasibility of a gamified digital learning media for tsunami disaster mitigation designed for early childhood education in Banda Aceh, a disaster-prone region. Using the Research and Development (R&D) method with the ADDIE model, the study involved 25 children from class A1 at TK IT Baitussalihin selected through total sampling. Data were collected through expert validation sheets and observation during field trials. The media, developed on the Educaplay platform as an interactive picture quiz titled “Fun Picture Quiz: Froggy Jumps,” obtained a final validation score of 100% from media and material experts, with an average expert score of 85% (Very Feasible). Field testing showed an overall feasibility score of 88% (Very Feasible), with 13 children achieving perfect scores and 12 scoring 75%. The findings indicate that the gamified media is engaging, visually appropriate, and pedagogically suitable for supporting early childhood cognitive development while addressing the need for interactive digital resources in tsunami preparedness. Further studies are recommended to examine its long-term effectiveness in enhancing children’s disaster preparedness knowledge.
Developing augmented reality flashcards for English vocabulary instruction in Indonesian early childhood education: An ADDIE model feasibility study Kosniawati; Dewi Fitriani; Umar Bin Abd Aziz; Azizah; Andriansyah
Englisia: Journal of Language, Education, and Humanities Vol. 13 No. 2 (2026): Englisia: Journal of Language, Education, and Humanities
Publisher : Universitas Islam Negeri Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/englisia.173

Abstract

This study was motivated by persistent challenges in early childhood English vocabulary acquisition, wherein conventional pedagogical tools remain widely used and frequently result in suboptimal learning outcomes. A preliminary problem analysis revealed that limited media diversity and minimal integration of digital technologies contribute to low learner engagement. A subsequent needs assessment further underscored the demand for visual, interactive learning media tailored to the developmental characteristics of early childhood learners. Market analysis indicated a notable scarcity of Augmented Reality (AR)-based flashcard media specifically designed for English vocabulary instruction at the early childhood education level. In response to these identified gaps, this research aimed to develop and evaluate the feasibility of AR-based flashcard learning media for early childhood English vocabulary acquisition. Employing a Research and Development (R&D) methodology structured around the ADDIE model, the study involved 16 children from Group TK B at a PAUD in Nagan Raya. Evaluation results demonstrated high feasibility, with validation scores from media experts (97.5%) and material experts (100%) exceeding the positive response rates from children, which ranged from 91.7% to 100%. All measured metrics fell within the "very feasible" category. Implementation challenges included unstable internet connectivity, prolonged AR scanning durations, and a shortage of supporting devices. Notwithstanding these limitations, the findings conclude that Augmented Reality-based flashcards constitute a highly viable and effective medium for introducing English vocabulary to young learners.
Pengembangan Media Manipulatif Mysterious Math Untuk Anak Usia Dini Zulfa Thayyibah; Dewi Fitriani
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 8, No 2 (2025): 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.v8i2.2684

Abstract

Penelitian ini dilatarbelakangi oleh keterbatasan penggunaan media pembelajaran matematika yang variatif dan terintegrasi pada anak usia dini, khususnya di RA Takrimah Tungkob Kecamatan Darussalam Kabupaten Aceh Besar. Media pembelajaran yang tersedia cenderung sederhana, monoton, terpisah, dan belum sepenuhnya mendukung capaian pembelajaran kepekaan bilangan anak usia 5–6 tahun. Penelitian ini bertujuan untuk mengembangkan media manipulatif Mysterious Math yang layak digunakan dalam meningkatkan kepekaan bilangan anak usia dini dalam rentang usia 5–6 tahun. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek di dalam penelitian ini melibatkan anak kelompok B1 berusia 5–6 tahun di RA Takrimah Tungkob sebanyak 14 anak. Teknik pengumpulan data dilakukan melalui melalui beberapa tahap, di antaranya yaitu observasi, lembar validasi ahli media dan ahli materi, serta lembar penilaian respon peserta didik. Hasil penelitian menunjukkan bahwa media manipulatif Mysterious Math memperoleh persentase kelayakan sebesar 95% dari ahli media dengan kategori “sangat layak” dan 85,71% dari ahli materi dengan kategori “layak”. Hasil uji coba terbatas kepada peserta didik menunjukkan persentase respon sebesar 92,85% dengan kategori “layak”. Temuan ini menunjukkan bahwa media manipulatif Mysterious Math layak digunakan sebagai media pembelajaran matematika dan efektif dalam menstimulasi serta meningkatkan kepekaan bilangan anak usia dini.
Strategi Pengelolaan Emosi Anak melalui Bermain Peran Makro di Taman Kanak-Kanak Intan Payong, Banda Aceh Sri Mardiana; Dewi Fitriani
Journal of Islamic Education Students (JIES) Vol. 6 No. 2 (2026): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v6i2.16870

Abstract

This study aims to describe the implementation of the macro role-playing method as an effort to support emotional regulation in early childhood. The research employs a qualitative approach with a descriptive design. The study was conducted at Intan Payong Kindergarten, with role-play center teachers as the research subjects. Data were collected through observation, interviews, and documentation to obtain an in-depth understanding of the implementation process of the macro role-playing method. Findings reveal three main strategies for children's emotional management: (1) organization through four structured scaffoldings and play rules; (2) delivery through contextual thematic scenarios, varied media, and emotional language modeling; and (3) classroom management through calm behavior modeling, gentle persuasive communication, and interactive conflict mediation. Continuous evaluation through behavioral observation indicates the method effectively helps children recognize, express, and control emotions in social situations. These findings contribute to understanding emotional development strategies in Islamic early childhood education.
Development of an Augmented Reality-Based Body Parts Concept Book for Early Childhood Tria Meidiana Tria; Dewi Fitriani; Umar bin Abd Aziz; Safrul Muluk
Indonesian Journal of Early Childhood Educational Research (IJECER) Vol. 5 No. 1 (2026)
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/ijecer.v5i1.16872

Abstract

Introducing body parts is an important basic concept for early childhood; however, the available learning media are still dominated by two-dimensional images that are less interactive. This study aimed to develop and examine the feasibility of an Augmented Reality (AR)-based body parts concept book integrating three-dimensional (3D) object visualization and interactive audio in accordance with the learning characteristics of early childhood. The novelty of this study lies in the integration of marker-based AR, full-body 3D visualizations, and learning activities within a single concept book specifically designed for children aged 4–5 years. This study employed a Research and Development (R&D) method using the ADDIE model. The research subjects consisted of 17 children aged 4–5 years at TKIT Baitushalihin Banda Aceh. The research instruments included expert validation sheets (material and media experts) and children’s response observation sheets. Data were analyzed using quantitative descriptive percentage analysis and qualitative descriptive analysis. The results showed that the validation by material experts and media experts reached 100% (very feasiable). Children’s responses in the small-group trial (n=8) obtained a percentage of 91.25% (very feasiable), while the large-group trial (n=17) obtained 80.88% (feasiable). These findings indicate that AR media can support children’s attention, engagement, and understanding of body parts concepts through more concrete visual and auditory experiences. Therefore, the developed media is appropriate to be used as an innovative alternative in early childhood learning, although further effectiveness testing using an experimental design is still needed.
Play-Based Community Service Program to Develop Early Childhood Motor Skills Dewi Fitriani; Rani; Arista Arista; Mazeni Binti Ismail
Journal of Comunity Service in Early Childhood Education Vol. 2 No. 1 (2026): Journal of Community Service in Early Childhood Education
Publisher : CV Berkah Syahdin Trust

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64840/jcosece.v2i1.119

Abstract

Background: Early childhood motor development is a fundamental aspect that supports children’s physical growth, coordination, and readiness for learning. However, limited stimulation through structured and engaging activities often results in suboptimal motor skill development in early childhood education settings, particularly in community-based environments. Aims: This community service program aims to improve early childhood motor skills through the implementation of play-based learning activities that are engaging, participatory, and developmentally appropriate. Methods: This program employed a Participatory Action Research (PAR) approach involving collaboration between lecturers, teachers, and children. The participants consisted of early childhood learners aged 4–6 years in a community-based educational setting. The intervention was conducted through structured play activities such as movement games, outdoor play, and guided physical exercises designed to stimulate gross motor skills. Data were collected through observation and documentation and analyzed descriptively across implementation stages. Results: The implementation of play-based activities showed a significant improvement in children’s motor skills, including balance, coordination, and body movement control. Children demonstrated higher participation, enthusiasm, and confidence during physical activities. In addition, teachers showed increased ability in designing and implementing interactive play-based learning strategies. Conclusion: The play-based community service program effectively enhanced early childhood motor development and strengthened teachers’ pedagogical capacity. The findings indicate that simple, contextual, and engaging play activities can provide meaningful stimulation for children’s physical development and can be sustainably implemented in early childhood education settings.
METODE PEMBELAJARAN PROYEK PADA KURIKULUM OPERASIONAL MADRASAH DI RAUDHATUL ATHFAL Shiva Haura; Dewi Fitriani
Kumara Cendekia Vol 12, No 4 (2024): KUMARA CENDEKIA
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/kc.v12i4.94690

Abstract

Raudhatul Athfal (RA) FQ merupakan sekolah jenjang Taman Kanak-Kanak (TK) dibawah Kementerian Agama dan juga menggunakan kurikulum merdeka seperti arahan pemerintah pusat. RA FQ telah banyak mengukir prestasi di jenjang provinsi pada kategori guru dan kepala sekolah berprestasi. RA ini juga melaksanakan kurikulum merdeka melalui upaya mandiri belajar serta menerapkan pembelajaran berbasis proyek. Selama ini pembelajaran berbasis proyek lebih banyak dilakukan di jenjang TK di bawah naungan Kemendikbud, sementara pada jenjang RA masih belum teridentifikasi dengan baik. Tujuan penelitian ini adalah untuk mengetahui implementasi metode pembelajaran proyek dalam kurikulum operasional madrasah di RA FQ. Penelitian ini menggunakan pendekatan kualitatif dengan jenis studi kasus, dimana subjek penelitiannya adalah seorang guru kelas sekaligus koordinator proyek P5. Data penelitian dikumpulkan melalui wawancara, observasi dan dokumentasi. Analisis data dilakukan menggunakan tiga tahap, yaitu kondensasi data, reduksi data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa pelaksanaan metode pembelajaran proyek khususnya pada proyek P5 di RA FQ dilakukan dengan durasi waktu yang berbeda dibandingkan dengan pelaksanaan proyek P5 pada umumnya. Pelaksanaan proyek P5 tetap dilaksanakan dengan tahapan yang sama, yaitu permulaan, pengembangan dan penyimpulan. Tema yang diangkat dalam proyek P5 tetap menggunakan tema proyek P5 tetapi tidak menggunakan nilai-nilai Profil Pelajar Rahmatan lil’Alamiin.
Efektivitas Media Loose Parts Berbahan Plastik terhadap Perkembangan Motorik Halus Anak di TK Az-Zahra Banda Aceh Afifah Munira; Dewi Fitriani; Rani Puspa Juwita; Ridha Miharti
Tunas Cendekia : Jurnal Program Studi Pendidikan Anak Usia Dini Vol. 9 No. 2 (2026): Tunas Cendekia : Jurnal Program Studi Pendidikan Anak Usia Dini
Publisher : Universitas Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/tunascendekia.v9i2.12449

Abstract

Perkembangan motorik halus sebagian anak Kelompok A (anak usia 4-5 tahun) TK Az-Zahra Banda Aceh masih belum optimal, terutama dalam kegiatan mewarnai, menggunting, menempel, dan menggunakan jari-jari tangan secara terampil. Kegiatan pembelajaran motorik halus masih didominasi aktivitas berbasis kertas dengan variasi media yang terbatas sehingga beberapa anak kurang tertarik dalam mengikuti pembelajaran. Penelitian ini bertujuan untuk mengetahui efektivitas media loose parts berbahan plastik terhadap perkembangan motorik halus anak. Penelitian ini menggunakan metode kuantitatif dengan pendekatan eksperimen dan desain one-group pretest-posttest. Sampel penelitian berjumlah 20 anak Kelompok A yang dipilih menggunakan teknik total sampling. Data dikumpulkan melalui observasi dan dokumentasi menggunakan lembar observasi yang terdiri atas 12 indikator perkembangan motorik halus, meliputi kemampuan mengambil, memindahkan, mengelompokkan, merangkai, dan menyusun benda. Data dianalisis menggunakan uji Paired Samples t-Test dan perhitungan effect size Cohen’s d. Hasil penelitian menunjukkan bahwa pada tahap pretest, sebagian besar anak berada pada kategori Jarang Muncul sebesar 65%. Setelah diberikan perlakuan menggunakan media loose parts berbahan plastik, hasil post-test menunjukkan peningkatan dengan kategori Sering Muncul sebesar 55% dan Selalu Muncul sebesar 25%. Hasil uji Paired Samples t-Test memperoleh nilai Sig. (2-tailed) < 0,001 dan nilai Cohen’s d sebesar 2,72 yang menunjukkan kategori efek besar. Dengan demikian, media loose parts berbahan plastik efektif dalam meningkatkan perkembangan motorik halus anak di TK Az-Zahra Banda Aceh.