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The Effect of Using Eniksi Puzzle Media on the Arithmetic Ability of 5-6 Year Old Children Farah Syifa' Salsabila; Dian Kristiana; Nurtina Irsad Rusdiani
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5357

Abstract

The purpose of this study was to determine the effect of the use of Puzzle Eniksi media on the numeracy skills of children aged 5 to 6 years. Puzzle Eniksi is a learning media specifically designed to help children aged 5 to 6 years to strengthen their numeracy skills by adopting three stages of representation according to Jerome Bruner: enactive, iconic, and symbolic. This study used a posttest-only control group design with a quantitative methodology. All children aged 5-6 years from Al-Kautsar Durisawo Kindergarten, Ponorogo Regency were included in the study population, and samples were taken from two different classes. The instrument used was a numeracy test developed based on indicators. The independent sample t-test was used after the prerequisite tests with homogeneity and normality tests were completed. The findings of the analysis showed that Puzzle Eniksi media significantly improved the numeracy skills of children aged 5 to 6 years. Based on the data, the average score of the experimental group's numeracy ability was 88.77, while the control group's score was 73.00, a difference of 15.77 points. The Sig. value. also shown in the findings of the independent sample t-Test. The null hypothesis (H0) is rejected because the value (2-tailed) is 0.000.
Aesthetic and Educational Functions of 2D Painting on Three-Dimensional Media in Early Childhood Education at PAUD Sabila Gigih Nuzuli Rahmah; Betty Yulia Wulansari; Nurtina Irsad Rusdiani
Vifada Journal of Education Vol. 4 No. 1 (2026)
Publisher : Yayasan Vifada Cendikia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70184/q617c515

Abstract

Twenty-first-century learning requires teachers to effectively integrate digital technology into the instructional process. Game-Based Learning (GBL) has emerged as a promising pedagogical approach for creating interactive, collaborative, and learner-centered learning experiences. However, studies that specifically map teachers’ competencies in implementing GBL remain limited. This study aims to: (1) identify the teacher competencies required for GBL implementation; and (2) analyze the challenges and barriers faced by teachers in implementing GBL. This study employed a Systematic Literature Review (SLR) method guided by the PRISMA 2020 protocol, using two international databases, namely Scopus and ERIC. After the identification, screening, and selection stages based on predetermined inclusion and exclusion criteria, 18 relevant articles were obtained as the main sources of analysis. The thematic synthesis results indicate that teacher competencies in GBL implementation are multidimensional, encompassing four interrelated dimensions: digital pedagogical competence, technological literacy and competence, collaborative and social competence, and creativity and innovation. The Technological Pedagogical and Content Knowledge (TPACK) framework was found to be relevant as an integrative mapping tool that connects technological, pedagogical, and content dimensions in game-based learning implementation. The main challenges identified include low levels of teachers’ digital literacy, limited technological infrastructure, and the lack of continuous professional development programs. These findings contribute to the development of teacher training policies and the design of teacher education curricula that are responsive to the demands of the digital era
Implementasi Market Day Sayuran untuk Menstimulasi Kemampuan Bahasa Ekspresif dan Produktif Anak Usia Dini Ita Lestari; Ida Yeni Rahmawati; Nurtina Irsad Rusdiani
Jurnal Educatio FKIP UNMA Vol. 12 No. 2 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v12i2.18878

Abstract

Penelitian ini bertujuan untuk menganalisis implementasi kegiatan market day sayuran sebagai strategi stimulasi kemampuan bahasa ekspresif dan produktif anak usia dini Kelompok A di KB Al-Barokah Purwantoro. Pendekatan yang digunakan adalah kualitatif dengan desain studi kasus tunggal. Data dikumpulkan melalui wawancara mendalam dengan kepala sekolah dan guru kelas, observasi partisipatif, serta dokumentasi. Analisis menggunakan model interaktif Miles, Huberman, dan Saldana, sedangkan keabsahan data diuji melalui triangulasi sumber dan triangulasi teknik. Hasil penelitian menunjukkan bahwa perencanaan kegiatan terintegrasi dalam RPPH bertema sayuran dengan target bahasa yang eksplisit. Pelaksanaannya menggunakan bermain peran jual beli dengan uang asli pecahan Rp2.000, di mana anak belajar menyebutkan nama sayuran, menyatakan keinginan, dan berkomunikasi aktif dalam konteks nyata. Setelah mengikuti kegiatan secara rutin, anak menunjukkan peningkatan pada empat dimensi: penambahan kosakata, keberanian berbicara, kemampuan bercerita, dan kemampuan mendeskripsikan benda. Temuan ini menegaskan bahwa market day sayuran efektif sebagai model stimulasi bahasa ekspresif dan produktif yang kontekstual dan bermakna, dengan catatan bahwa stimulasi keaksaraan melalui penambahan label tertulis masih perlu dikembangkan.
Integrating the STEAM Approach in Early Childhood Education to Develop Critical and Creative Thinking Skills Nurtina Irsad Rusdiani
Journal of Gemilang Vol. 3 No. 1 (2026): MARCH - JOG
Publisher : Pt. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/pjmbng50

Abstract

The development of critical and creative thinking skills has become an important priority in early childhood education as part of preparing children to face the challenges of the twenty-first century. Early childhood learning environments should therefore encourage exploration, problem-solving, and creativity through meaningful and interactive activities. One innovative approach that supports these objectives is the STEAM approach, which integrates Science, Technology, Engineering, Arts, and Mathematics into interdisciplinary learning experiences. This study aims to analyze how the integration of the STEAM approach in early childhood education contributes to the development of children’s critical and creative thinking skills. This research employs a mixed-method approach involving qualitative and quantitative analysis. Data were collected through classroom observations, teacher interviews, and documentation of STEAM-based learning activities conducted with children aged 4–6 years in early childhood education settings. The collected data were analyzed using thematic analysis for qualitative findings and descriptive statistics to examine improvements in children’s thinking skill indicators. The findings indicate that STEAM-based learning significantly improves children’s ability to observe, ask questions, experiment, generate original ideas, and collaborate in problem-solving activities. These learning experiences also enhance children’s engagement, creativity, and early scientific literacy through hands-on exploration and interdisciplinary activities. In conclusion, the integration of the STEAM approach in early childhood education effectively supports the development of critical and creative thinking skills while creating meaningful and engaging learning environments for young learners
HeRoBo: A Robotics Game Concept Using Recycled Materials to Develop Early Childhood Awareness Nurtina Irsad Rusdiani; Rhesma Intan Vidyastari; Sulton Sulton
Tarbiyah Wa Ta'lim: Jurnal Penelitian Pendidikan dan Pembelajaran Vol. 12 No. 3 (2025): TARBIYAH WA TA'LIM November 2025
Publisher : UIN Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21093/twt.v12i3.11972

Abstract

Abstrak Perkembangan teknologi dan kesadaran lingkungan sejak usia dini menjadi isu penting dalam pendidikan anak usia dini (PAUD). Namun, ketersediaan media pembelajaran robotika yang aman, ekonomis, dan ramah lingkungan di PAUD masih terbatas. Penelitian ini bertujuan mengembangkan prototipe permainan robotika berbahan daur ulang, yang disebut HeRoBo (Heritage Recycle Robot), untuk membangun kepekaan anak terhadap teknologi dan lingkungan. Metode penelitian menggunakan pendekatan Research and Development (R&D) melalui tahapan analisis kebutuhan, perancangan prototipe, uji coba awal, revisi, dan evaluasi. Hasil penelitian menunjukkan bahwa prototipe HeRoBo dapat dirakit oleh anak dengan bantuan minimal serta mampu mendorong kreativitas, kemampuan berpikir kritis, pemecahan masalah, dan kesadaran ekologis. Anak menunjukkan kemampuan mengenali dan memilih bahan daur ulang, membedakan material organik dan nonorganik, serta mengeksplorasi berbagai konfigurasi robot secara kreatif. Interaksi langsung dengan prototipe memberikan pengalaman belajar yang konkret, interaktif, dan aplikatif sesuai prinsip STEM Education for Young Learners untuk pembelajar usia dini. Implikasi penelitian ini menunjukkan bahwa HeRoBo berpotensi menjadi alternatif media pembelajaran inovatif berbasis STEM yang berkelanjutan, berbiaya rendah, dan mudah diimplementasikan di PAUD, sekaligus mendukung penguatan pendidikan lingkungan dan literasi teknologi sejak usia dini. Kesimpulannya, HeRoBo efektif mengintegrasikan teknologi, kreativitas, dan pendidikan lingkungan secara holistik dalam pembelajaran anak usia dini. Kata kunci: Anak Usia Dini, Bahan Daur Ulang, HeRoBo, Robotika Abstract The development of technology and environmental awareness from an early age are important issues in early childhood education (PAUD). However, the availability of safe, economical, and environmentally friendly robotics learning media in PAUD is still limited. This study aims to develop a prototype of a robotics game made from recycled materials, called HeRoBo (Heritage Recycle Robot), to build children's sensitivity to technology and the environment. The research method uses a Research and Development (R&D) approach through the stages of needs analysis, prototype design, initial trials, revisions, and evaluation. The results show that the HeRoBo prototype can be assembled by children with minimal assistance and is able to encourage creativity, critical thinking skills, problem solving, and ecological awareness. Children demonstrated the ability to recognize and select recycled materials, differentiate organic and non-organic materials, and creatively explore various robot configurations. Direct interaction with the prototype provides a concrete, interactive, and applicable learning experience according to STEM Education for Young Learners principles for early learners. The implications of this research indicate that HeRoBo has the potential to be an alternative, innovative, STEM-based learning medium that is sustainable, low-cost, and easy to implement in early childhood education, while also supporting the strengthening of environmental education and technological literacy from an early age. In conclusion, HeRoBo effectively integrates technology, creativity, and environmental education holistically into early childhood learning. Keywords: Early Childhood, HeRoBo, Recycled Materials, Robotics
Dunia Moral dalam Permainan: Game Islam Digital dan Pembentukan Nilai-Nilai Anak Usia Dini di Ponorogo Nurtina Irsad Rusdiani; Hera Yuantika; Sri Handayani
Jurnal Ilmiah Mahasiswa Raushan Fikr Vol 14 No 2 (2025): Jurnal Ilmiah Mahasiswa Raushan Fikr
Publisher : Lembaga Kajian dan Pemberdayaan Mahasiswa UIN Prof. KH. Saifuddin Zuhri Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24090/jimrf.v14i2.14079

Abstract

Instilling Islamic moral values in early childhood is essential for lifelong character development. In today’s digital era, educational games offer an engaging way to foster these values. This study examines the use of digital educational games at BA Ronowijayan Siman Ponorogo to nurture Islamic morals in young children. Through classroom observation, teacher interviews, and document analysis, the research finds that digital tools—such as Islamic storytelling apps and interactive value-based games—significantly support the cultivation of honesty, responsibility, politeness, and devotion. Teachers play a crucial role by selecting suitable content and guiding children’s use of technology. The integration of digital media increases learning motivation and strengthens the internalization of Islamic values in everyday behavior. The study suggests ongoing development of Islamic digital learning resources and stresses the need for teacher training in educational technology for early childhood education