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The Role of Parents in Overcoming the Impact of Gadget Use on the Social Development of Children Aged 3–4 Years Adinda Putri Ramadhan; Atin Fatimah; Dian Surya Apriliyanti
PAIDAGOGIA: Jurnal Pengajaran dan Pendidikan Vol. 1 No. 3 (2025): July 2025 : PAIDAGOGIA: Jurnal Pengajaran dan Pendidikan
Publisher : Sumule Indonesia Publishing

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Abstract

This study aims to describe the role of parents in addressing the impact of gadget use on the social development of children aged 3–4 years. Using a qualitative descriptive approach, the study was conducted in Kampung Masjid RT02/RW03, Ciputat District, South Tangerang City. Data were collected through observation and semi-structured interviews with two parents. The findings indicate that parents are aware of the importance of accompanying and supervising their children's gadget use. Although the children showed early signs of dependency on gadgets, parents attempted to address this by limiting screen time and offering alternative educational and social activities. Uncontrolled gadget use can hinder children's social interaction, but with proper supervision, it may enhance language and communication skills. The study concludes that active parental involvement is essential to ensure that gadget use does not impede the social development of early childhood.
Implementasi Pembelajaran Unplugged Coding Dalam Mengenalkan Konsep Pemrograman Dasar Untuk Perkembangan Kognitif Anak Usia 5-6 Tahun Di TKIT Al-Muhajirin Kota Cilegon Devia Nuarima; Atin Fatimah; Luluk Asmawati
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 5 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i5.2521

Abstract

Penelitian ini bertujuan untuk mendeskripsikan implementasi pembelajaran unplugged coding dalam mengenalkan konsep pemrograman dasar untuk menunjang perkembangan kognitif anak usia 5–6 tahun di TKIT Al-Muhajirin. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data melalui wawancara, observasi, dokumentasi, dan catatan lapangan. Hasil penelitian menunjukkan bahwa pembelajaran unplugged coding dilaksanakan melalui berbagai aktivitas bermain yang mengenalkan konsep pola, urutan, instruksi, dan pemecahan masalah menggunakan media konkret tanpa perangkat digital. Pembelajaran ini mampu mendukung perkembangan kognitif anak, khususnya dalam kemampuan berpikir logis, mengenali pola, mengikuti instruksi, dan menyelesaikan masalah sederhana. Pelaksanaannya didukung oleh antusiasme anak, ketersediaan media, dukungan sekolah, dan kerja sama guru, namun masih menghadapi hambatan berupa perbedaan kemampuan anak serta penyesuaian kegiatan dengan kurikulum dan tema pembelajaran. Guru mengatasi hambatan tersebut melalui pendampingan, modifikasi kegiatan, dan pemanfaatan berbagai sumber belajar. Dengan demikian, pembelajaran unplugged coding dapat menjadi alternatif pembelajaran yang efektif untuk mengenalkan konsep pemrograman dasar pada anak usia dini.
Pemanfaatan Teknologi Papan Digital dalam Menstimulasi Kemampuan Numerasi Anak Usia 5-6 Tahun Suci Putri Rachmawati; Kristiana Maryani; Atin Fatimah
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6885

Abstract

Early childhood numeracy skills need to be optimally stimulated, but learning that is still dominated by conventional methods often fails to facilitate a concrete and engaging understanding of mathematical concepts. This study aims to describe the implementation, evaluation, and challenges of utilizing digital board technology to stimulate the numeracy skills of children aged 5–6 years at Putra II Serang Kindergarten. The study used a descriptive qualitative approach with educators and group B students as subjects. Data were collected through passive participant observation, in-depth interviews, and documentation. Data validity was obtained through triangulation of sources and techniques, extended observations, persistent observations, and member checking. Data analysis used the Miles and Huberman model, which includes data reduction, data presentation, and conclusion drawing. The results showed that the use of digital boards was implemented systematically through the planning, implementation, and evaluation stages. Teachers utilized touchscreen features, multimedia, and educational games to introduce the concepts of number, quantity, simple arithmetic operations, shapes, patterns, and sequences. Interactive learning was able to increase enthusiasm, active participation, and children's understanding of numeracy. However, its implementation still faces obstacles such as limited facilities, teacher readiness, and the need to develop more varied learning content.