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The Effectiveness of the Traditional Game Tapo’ Pipit to Stimulate Language Development in Children Aged 5-6 Years at Primanda Kindergarten Untan Wananda, Tasya; Halida, Halida; Ramadhani, Ariyani; Lukmannulhakim
Jurnal Pendidikan Anak Vol 6 No 1 (2024): Child Education Journal April
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v6i1.5852

Abstract

The implementation of this research is to understand the productivity of the tape pipit game for children aged five to six years in class B1 of Kindergarten Primanda Untan. This research uses an experimental approach. The model used was ten children, with boys and girls five to five. The data collection methods are observation, documentation, and test sheets. The research instrument applies three indicators, namely, children listen to every word they hear, children can express and express their thoughts, and children can communicate orally. Through the observations made, researchers witnessed language development that was still not optimal in some children, researchers saw that language abilities in some children were still not optimal. Based on what is happening in the field, researchers are interested in using the traditional game Tapo’ Pipit to improve the language skills of children aged five to six years in class B1 at Primanda Untan Kindergarten. Based on the results obtained from this research, it indicate that there were differences before being given the traditional tapo’ pipit game and after being given the tapo’ pipit game. Where the average posttest result is higher than the average pretest result, namely the posttest is 47.8 and the pretest is 38.5. So it can be concluded that the Tapo’ Pipit game can stimulate the language development of children aged five to six years in class B1 Primanda Kindergarten Untan.
The effectiveness of the traditional Tapo' Pipit game in stimulating aspects of child development Halida, Halida; Lukmanulhakim; Ariyani Ramadhani; Fifi Khoirul Fitriyah
Jurnal Pendidikan Anak Vol 7 No 2 (2025): Child Education Journal August
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v7i2.7419

Abstract

This research was motivated by the rapid development of technology which makes children more attracted to digital games. Moreover, change of life style and modern parenting cause children spend more time only at home and have less opportunity to interact to traditional games. This research was aimed to measure and analyze the effectiveness of Tapo’ Pipit traditional game in stimulating aspect of early age children development. This research used a quantitative descriptive approach with a one-group pretest-posttest design. Research subject was 22 children of Primanda Kindergarten, Pontianak. The intervention was conducted for 6 meetings with a duration of 60 minutes. The data collection technique used observation on children. Analysis descriptive was used as data analysis, and hypothesis was tested by using pair t-test. The result of this research shows that Tapo’ Pipit Traditional Game can stimulate aspect of chilren development. The contribution of this research was Tapo’ Pipit traditional game is an learning model that is interested to be introduced early age children.
Pelatihan Etika Pemanfaatan Artificial Intelligence dalam Teknologi Pembelajaran bagi Calon Guru PAUD Ramadhani, Ariyani; Miranda, Dian; Lukmanulhakim, Lukmanulhakim; Amalia, Annisa; Perdina, Siska; Khairina Sabila, Dias
Jurnal Abdimas Kartika Wijayakusuma Vol 7 No 1 (2026): Jurnal Abdimas Kartika Wijayakusuma
Publisher : LPPM Universitas Jenderal Achmad Yani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26874/jakw.v7i1.1122

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk membekali calon guru Pendidikan Anak Usia Dini (PAUD) dengan pemahaman etika dalam pemanfaatan AI untuk teknologi pembelajaran. Seiring meluasnya adopsi AI di dunia pendidikan, muncul tantangan etis yang krusial, terutama bagi pengguna anak usia dini yang rentan. Pelatihan ini dirancang menggunakan metode Participatory Action Research (PAR) yang melibatkan 30 mahasiswa Program Studi PG-PAUD Universitas Tanjungpura. Kegiatan dilaksanakan melalui kombinasi ceramah interaktif dan Focus Group Discussion (FGD) untuk memfasilitasi pemahaman mendalam. Hasil evaluasi menunjukkan antusiasme dan partisipasi aktif yang sangat tinggi. Peserta menyatakan kegiatan ini memberikan pemahaman yang jelas mengenai etika AI, relevan dengan kebutuhan mereka, dan memotivasi untuk menerapkan teknologi AI secara bertanggung jawab di masa depan. Kegiatan ini berhasil meningkatkan kesadaran kritis calon pendidik tentang pentingnya prinsip transparansi, keadilan, keamanan, dan akuntabilitas dalam integrasi teknologi di lingkungan PAUD.
ANALISIS PENERAPAN KEGIATAN EKSTRAKURIKULER STEAM PADA ANAK USIA 5-6 TAHUN DI TK KARYA YOSEF PONTIANAK KOTA Kristina Yanti; Diam Miranda; Ariyani Ramadhani
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 3 No. 4 (2025): APRIL
Publisher : CV. ADIBA AISHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study is to analyze the implementation of each component in the STEAM extracurricular activities for children aged 5-6 years at TK Karya Yosef Pontianak Kota. The research employed a qualitative method with a descriptive approach. The data source for this study was one STEAM extracurricular mentor at TK Karya Yosef Pontianak Kota. Data collection tools included observation sheets, interview guidelines, and documentation. The results of the study revealed that: (1) The science component is implemented through various activities, such as introducing concepts, conducting experiments, observing, identifying problems, communicating, and drawing conclusions. (2) The use of technology is adapted to the activities and abilities of the children. At the initial stage, the technology used is simpler and safer. (3) The engineering process is consistently applied in every STEAM extracurricular activity, where children actively participate in project creation and engage in analyzing and solving problems. (4) The art component is implemented using simple materials, such as food coloring, paint, and origami paper. (5) The mathematics component is carried out through activities such as counting and measuring.