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PENINGKATAN BERPIKIR KOMPUTASIONAL ANAK USIA 5-6 TAHUN MELALUI MEDIA MAZE BOARD Rini Anggraeni; Dadan Nugraha; Budi Iskandar
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.11481

Abstract

ABSTRACT Technological advancements require children to develop computational thinking skills from an early age; however, these skills have not yet developed optimally among children aged 5–6 years. This study aimed to improve children's computational thinking skills through a Maze Board based on Unplugged Coding. The novelty of this study lies in the use of the Maze Board as a concrete learning medium designed according to the characteristics of early childhood learning through play-based and problem-solving activities. This research employed Classroom Action Research based on the Kurt Lewin model conducted in two cycles involving Group B children at TK Artanita Al Khoeriyah. Data were collected through observation, field notes, and documentation and analyzed qualitatively and quantitatively. The results showed that children's computational thinking skills improved from 49.43% in the pre-cycle to 65.27% in Cycle I and 81.25% in Cycle II. The children demonstrated progress in sequencing steps systematically, recognizing patterns, and independently correcting errors. The findings indicate that the Maze Board based on Unplugged Coding effectively enhances computational thinking skills, logical reasoning, and active participation in learning activities. Therefore, this medium can serve as an innovative alternative for developing computational thinking skills in early childhood education. ABSTRAK Perkembangan teknologi menuntut anak memiliki kemampuan berpikir komputasional sejak usia dini, namun kemampuan tersebut belum berkembang optimal pada anak usia 5–6 tahun. Penelitian ini bertujuan meningkatkan kemampuan berpikir komputasional anak melalui media Maze Board berbasis Koding Unplugged. Kebaruan penelitian terletak pada penggunaan Maze Board sebagai media konkret yang dirancang sesuai karakteristik belajar anak usia dini melalui aktivitas bermain dan pemecahan masalah. Penelitian menggunakan metode Penelitian Tindakan Kelas model Kurt Lewin dalam dua siklus pada anak kelompok B di TK Artanita Al Khoeriyah. Data dikumpulkan melalui observasi, catatan lapangan, dan dokumentasi, kemudian dianalisis secara kualitatif dan kuantitatif. Hasil penelitian menunjukkan kemampuan berpikir komputasional anak meningkat dari 49,43% pada pra siklus menjadi 65,27% pada siklus I dan 81,25% pada siklus II. Anak menunjukkan perkembangan dalam menyusun langkah secara runtut, mengenali pola, dan memperbaiki kesalahan secara mandiri. Temuan penelitian menunjukkan bahwa Maze Board berbasis Koding Unplugged efektif meningkatkan kemampuan berpikir komputasional, logika berpikir, dan keterlibatan aktif anak dalam pembelajaran. Dengan demikian, media ini dapat menjadi alternatif pembelajaran inovatif untuk mengembangkan kemampuan berpikir komputasional pada anak usia dini.
The Competency Gap of Early Childhood Education Teachers in Technology-Based Learning : A Digital Literacy Perspective Between Technology Use and Instructional Design Dadan Nugraha; Gilar Gandana; Taopik Rahman
Attractive : Innovative Education Journal Vol. 8 No. 2 (2026): Attractive : Innovative Education Journal
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/aj.v8i2.1732

Abstract

This study aims to analyze the competency gap of early childhood education (ECE) teachers in technology-based learning from a digital literacy perspective, particularly between technology use and instructional design. The study employed a quantitative approach with a cross-sectional survey design involving 217 ECE teachers selected through purposive sampling. Data were collected using a Likert-scale questionnaire (1–5), which was validated using product moment correlation and tested for reliability using Cronbach’s Alpha (α = 0.964). Data were analyzed using descriptive statistics and gap analysis. The results indicate that teachers’ competencies in technology-based learning are at a moderate level (mean = 2.55). The technology use dimension shows a higher mean score (2.60) compared to instructional design (2.46), with a gap of 0.14. These findings suggest that teachers are capable of using technology in learning activities but have not yet optimally developed systematic technology-based instructional design. This gap indicates that teachers’ digital literacy remains at the operational level and has not yet progressed to higher levels involving creation and integration. The implications of this study highlight the need to strengthen teacher competencies through professional development programs emphasizing technology-based instructional design, practice-oriented training, and systemic support to enhance digital literacy comprehensively. This study contributes to the advancement of digital literacy and technology integration in early childhood education and provides a foundation for developing future teacher competency improvement models.
PERMAINAN ULAR TANGGA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL ANAK USIA 5-6 TAHUN DI RA NURUSSA’ADAH Annisa Sholihatul Hikmah; Dadan Nugraha
Jurnal Sentra Pendidikan Anak Usia Dini Vol. 5 No. 2 (2026): Jurnal Sentra Pendidikan Anak Usia Dini
Publisher : Program Studi Pendidikan Guru Pendidikan Anak Usia Dini (PGPAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51544/sentra.v5i2.6199

Abstract

Latarbelakang: rendahnya kemampuan berpikir komputasional, khususnya dalam menyusun langkah secara runtut, mengenali pola, serta memahami instruksi sederhana. Tujuan: untuk meningkatkan kemampuan berpikir komputasional anak usia 5-6 tahun melalui penggunaan media ular tangga. Metode: metode Penelitian Tindakan Kelas (PTK) model Kurt Lewin yang meliputi empat tahapan, yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian berjumlah 20 anak kelompok B2 di RA Nurussa’adah Kota Tasikmalaya. Teknik pengumpulan data dilakukan melalui observasi, dokumentasi, dan catatan lapangan dengan instrumen lembar observasi. Analisis data menggunakan deskriptif kualitatif dan kuantitatif dengan menghitung rata-rata dan persentase indikator ketercapaian berpikir komputasional. Hasil: penelitian menunjukkan adanya peningkatan kemampuan guru dalam merencanakan dan melaksanakan pembelajaran meningkat hingga di atas 75%. Selain itu, kemampuan berpikir komputasional anak juga meningkat pada setiap siklus. Pada pra siklus, rata-rata ketercapaian indikator sebesar 40,7%, menjadi 60,15% pada Siklus I, dan meningkat menjadi 83,20% pada Siklus II. Kesimpulan: penelitian ini menunjukkan bahwa penggunaan media ular tangga efektif dalam meningkatkan kemampuan berpikir komputasional anak usia 5-6 tahun.
Pelatihan Pemanfaatan Artificial Intelligence (AI) bagi Guru PAUD dalam Pengembangan Buku Cerita Interaktif Budi Iskandar; Dadan Nugraha; Nugraha Adhi Pratama; Jenniva Septiyani Putri; Hasna Syamila; Iftahiyanis Syukriyah
Jurnal Pendidikan dan Pengabdian Masyarakat Vol. 9 No. 3 (2026): Agustus
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppm.v9i3.12525

Abstract

This community service activity aims to enhance the skills and independence of Early Childhood Education (ECE) teachers in utilizing Artificial Intelligence (AI) technology as a tool for designing interactive storybooks as learning media in ECE. The implementation of the service uses a participatory action research method involving 56 ECE teachers in the border areas of Garut and Tasikmalaya. The stages of the activity include situational analysis, module preparation, workshops, product creation assistance, and evaluation using pre-training and post-training questionnaires. The results of the service show a significant increase in the pedagogical and technical competencies of the participants. The average mastery of the material by the participants skyrocketed from 22% before the training to 89% after the mentoring. The most drastic increase occurred in the basic understanding of AI, which rose by 78%, and the ability to compose narrative prompts, which increased by 79%. This activity successfully facilitated teachers in independently producing digital interactive storybooks, with 95% of participants stating they were ready to implement them in classroom learning activities. It is recommended that similar training and mentoring be conducted regularly to strengthen the literacy ecosystem for early childhood education teachers and to optimize the ethical and sustainable use of AI in the field of education.
PENINGKATAN KEMAMPUAN BERPIKIR KOMPUTASIONAL ANAK USIA 5-6 TAHUN MELALUI IMPLEMENTASI MEDIA BOARD GAME BERBASIS UNPLUGGED CODING Wina Rahmadani Juwita; Dadan Nugraha
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 4 (2026): Oktober
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/thckyw83

Abstract

This study aims to improve the computational thinking skills of 5–6-year-old children through the use of board games. This study employed the Kemmis-McTaggart model of Classroom Action Research (CAR), conducted in two cycles: planning, implementation, observation, and reflection. The study was conducted at RA Al Islam in Tasikmalaya City with 23 children in Group B, aged 5–6 years, as the research subjects. Data were collected through observation using an instrument that measured four elements of computational thinking—decomposition, pattern recognition, abstraction, and algorithms—and were then analyzed using both quantitative and qualitative descriptive methods. The results showed that the use of board games was able to improve children’s computational thinking skills. The percentage of children achieving computational thinking skills increased from 45.11% in the pre-cycle phase to 54.62% in Cycle I and reached 83.97% in Cycle II. These findings indicate that board games are an effective alternative learning medium for developing computational thinking skills in early childhood.