Claim Missing Document
Check
Articles

Found 36 Documents
Search

The Effect of Word Tree Games on Early Childhood Receptive Language Development Febrianti, Novita Ayu; Zahro, Ianatuz; Siswono, Hendrik
Teaching, Learning, and Development Vol. 3 No. 2 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/telad.v3i2.93

Abstract

Receptive language in early childhood refers to the child's capacity to hear, understand, and focus on information or to know what a word means. However, many children still struggle with poorly developed receptive language skills. This study aims to ascertain how word tree play affects the development of early childhood receptive language. The word tree game serves as the medium. This study used a pre-experimental experimental method with a pretest-posttest design of one group without the presence of a control class. The subjects of the study were as many as 20 kindergarten children in Group A (aged 4-5 years). This study uses Purposive Sampling because there is only one class. "The word tree media passed the Pretest, Treatment, Posttest, Normality Test, Homogeneity Test, and Hypothesis Test in this study. A sig value of <0.001 indicates that the final result is below the significance threshold of 0.05". Ho was rejected, while Ha was accepted. With this, it can be concluded that the game of Word Tree affects the development of early childhood receptive language.
MODEL OF SNAKE LADDER GAME AGAINST SOCIAL VALUE OF SOCIETY THROUGH SOCIAL INTERACTION IN THE COVID 19 PANDEMIC Pertiwi, Eky Prasetya; Dedy Ariyanto; Febrina Gerhani; Ianatuz Zahro
Jurnal AUDI: Jurnal Ilmiah Kajian Ilmu Anak dan Media Informasi PAUD Vol 9 No 1 (2024): Jurnal AUDI
Publisher : UNIVERSITAS SLAMET RIYADI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/jai.v6i2.6662

Abstract

This study aimed to know whether there is an interaction between the snake and ladder game model and the community social interaction. The type this research was quantitative method and the design used is the experimental method. The research was carried out at TK Labschool Jember and TK Aisyiyah Bustanul Athfal ( ABA) Kalisat. Based on the result of the research showed that there was no interaction between the snake and ladder game model and the community social interaction. H0 is rejected and Ha is accepted if Fhitung has a significance less than 0.05 (Sig < 0.05). H0 in this study means that there was no interaction between the snake and ladder game model and social interaction with the social values of the community. The results of the analysis found that there were factors that influenced no interaction between the snake and ladder game model and social interaction on the social values of the community, including too many children playing the snake and ladder game, lack of time for children because this activity was carried out for the first time in covid 19 era. This game played after the children did not meet face to face at school and even play activities with their peers in long time period, besides that children do not understand the meaning of social values in society.
THE SCHOOL ROLE IN THE EFFORT OF EMPOWERING IN EARLY CHILDHOOD ENVIRONMENT Pertiwi, Eky Prasetya; Zahro, Ianatuz; Fadli, Ahmad
Jurnal AUDI: Jurnal Ilmiah Kajian Ilmu Anak dan Media Informasi PAUD Vol 9 No 2 (2025): Jurnal AUDI
Publisher : UNIVERSITAS SLAMET RIYADI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/jai.v9i2.4445

Abstract

The objective of this research was to find out how the school role in the effort of empowering society in the early childhood education environment. The approach of this research used a qualitative research method, the data obtained were then analyzed qualitatively, which the scope of the research was at TK PAUD Lab-school Jember. Based on the results of the study found that: (1) the School role in the effort of empowering society in early childhood education Lab-school environment is by carrying out good communication, this role can be done by several related parties; including teachers and school principals, school committees, and the community in the school environment. Their roles that shall do: (a) Teachers and school principals; provide decisions or policies, stimulation to students’ guardians and support. (b) The school committees and classroom teacher; coordinate, cooperate, and carry out a joint decision. (c) Local community; participate and give support in every activity. (2) Some of the obstacle factors in empowering the community in the PAUD Lab School include: (a) The school itself; limited facilities and infrastructure, (b) The school environment: The economic condition, the student-parent activities, and lots of activities competition in larger communities. Abstrak Tujuan penelitian ini adalah untuk mengetahui bagaimana peran sekolah dalam upaya pemberdayaan masyarakat di lingkungan PAUD. Pendekatan penelitian ini menggunakan metode penelitian kualitatif, data yang diperoleh kemudian dianalisis secara kualitatif yang ruang lingkup penelitiannya di TK PAUD Lab-sekolah Jember. Berdasarkan hasil penelitian ditemukan bahwa: (1) Peran sekolah dalam upaya pemberdayaan masyarakat PAUD di lingkungan sekolah Lab-sekolah adalah dengan melaksanakan komunikasi yang baik, peran tersebut dapat dilakukan oleh beberapa pihak terkait; termasuk guru dan kepala sekolah, komite sekolah, dan masyarakat di lingkungan sekolah. Peran mereka yang harus: (a) Guru dan kepala sekolah; memberikan keputusan atau kebijakan, stimulasi kepada wali dan dukungan siswa. (b) Komite sekolah dan guru kelas; berkoordinasi, bekerja sama, dan melaksanakan keputusan bersama. (c) Komunitas lokal; berpartisipasi dan memberikan dukungan dalam setiap kegiatan. (2) Beberapa faktor penghambat pemberdayaan masyarakat di Sekolah Lab PAUD antara lain: (a) Sekolah itu sendiri; Terbatasnya sarana dan prasarana, (b) Lingkungan sekolah: Kondisi ekonomi, kegiatan orang tua murid, dan banyaknya persaingan kegiatan di masyarakat yang lebih luas.
UPAYA MENINGKATKAN KEMAMPUAN PRAMEMBACA PADA ANAK USIA 4–5 TAHUN MENGGUNAKAN MEDIA PERMAINAN KARTU DI SPS DAHLIA 79 Widianti Primasari; Ianatuz Zahro; Trio Suwargono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.31221

Abstract

Pre-reading skills are the initial skills in recognizing letter symbols, understanding the relationship between sounds and letters, and building a foundation for literacy before children learn to read formally. Introducing reading for early childhood requires a fun and engaging method to understand the letters, numbers, or symbols being presented. An educator can use many methods to develop aspects of early childhood language development so that children do not get bored easily. Based on initial observations conducted by researchers at SPS Dahlia 79 Kalisat-Jember, some children still have difficulty recognizing the alphabet and numbers, distinguishing initial sounds, and are less interested in activities related to reading. This phenomenon emerged during the learning process in class, where when the teacher sang the alphabet symbols "ABCDEFG", students were interested in following until the end of the song. However, when the teacher sequenced the letters manually (without using songs or notes), what happened was that students felt confused by the symbols rather than the alphabet itself. Teachers in early childhood education, especially at SPS Dahlia 79 Kalisat-Jember, need to use a fun and character-appropriate approach to develop pre-reading skills indirectly and naturally. Teachers in PAUD, especially at SPS Dahlia 79 Kalisat-Jember, need to use a fun and character-appropriate approach to develop pre-reading skills indirectly and naturally. This research is a Classroom Action Research (CAR) where according to classroom action research it can be defined as a form of scientific and methodical study or activity carried out by teachers/researchers in the classroom using actions to improve the learning process and outcomes. The population in this study were Early Childhood (both boys and girls) at SPS Dahlia 79 in Kalisat District. Data were analyzed descriptively qualitatively and quantitatively (percentage of completion per cycle). In cycle I, the achievement of pre-reading skills of children aged 4–5 years at SPS Dahlia 79 was still limited: only 27% (4 out of 15) children were in the Very Well Developing category, the rest were in Developing According to Expectations (20%), Starting to Develop (47%), and Not Yet Developing (7%). Children generally cannot name 10 letters correctly, matching letters to pictures, and constructing simple syllables independently. Obstacles identified included low media interest, minimal active practice, and a lack of individual support. Meanwhile, in cycle II, results showed that 80% of children (12) achieved the Very Good Development category and 20% achieved Development as Expected, with none in the bottom two categories. Children were more confident, active, and able to name letters, match them to pictures, and construct syllables such as "IBU," "UBI," and "ABI" independently.
PENGARUH PERMAINAN TRADISIONAL DAKON DENGAN MEDIA ALAM TERHADAP PERKEMBANGAN SOSIAL EMOSIONAL ANAK USIA 4-5 TAHUN DI KB LATIVIYAH Suhairiyah; Ianatuz Zahro; Trio Suwargono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.31223

Abstract

This study aims to explore the impact of the dakon game using natural media on the social and emotional development of early childhood children at KB Lativiyah. The background of this study is the emergence of social and emotional problems in children, such as difficulty in collaboration, lack of self-confidence, irritability, and reluctance to interact with peers. The dakon game, as a traditional game, was chosen because it contains educational values that can stimulate social skills and manage children's emotions in a natural and fun way. This study adopted a quantitative approach with an experimental design of one group pretest-posttest design. The study population consisted of 25 male and female students at KB Lativiyah, with a purposive sampling technique of 12 children taken. Dana P. Turner (2020) stated that purposive sampling is used when researchers want to focus on individuals who have certain characteristics relevant to the research interest. Data collection was carried out by observing social and emotional development compiled based on the STTPA indicators in Permendikbudristek No. 17 of 2023. Data analysis was conducted using descriptive statistics and hypothesis testing using the Wilcoxon test due to the ordinal scale of the data. In this way, the dakon game using natural media can be a good alternative learning strategy to stimulate the social and emotional development of early childhood. This study recommends that early childhood education teachers more routinely use traditional games as elements of relevant and meaningful learning. This study produced outputs in the form of increased understanding and concrete evidence regarding the effectiveness of the traditional dakon game made from natural materials as a means to stimulate the social and emotional development of early childhood. Using quantitative methods and a pretest-posttest design, this study revealed that the dakon game can improve several important aspects of children's social and emotional development, such as collaboration, sharing, waiting for turns, and recognizing and managing emotions in a positive way. The dakon game, which utilizes natural materials such as wood and seeds, also provides educational value and fosters a love of the environment. In addition, the practical results of this study are a guide to implementing the dakon game in early childhood education environments, which can be used by teachers as a thematic learning option rooted in local culture. The results of this study are expected to be used by early childhood education institutions to design contextual learning models that are fun, affordable, and support the achievement of development according to the STTPA (Standard Level of Child Development Achievement) indicators.
Pengaruh Kegiatan Montase Terhadap Perkembangan Motorik Halus Anak Usia 5-6 Tahun di TK Muslimat Nu 121 Bangsalsari Jember Sari, Laily Nur Indah; Zahro, Ianatuz; Masyitoh, Dewi
Education Journal : Journal Educational Research and Development Vol. 8 No. 1 (2024)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v8i1.1651

Abstract

Tujuan penelitian ini untuk mengetahui pengaruh kegiatan montase terhadap perkembangan motoric halus anak usia 5-6 tahun di TK Muslimat NU 121 Bangsalsari Jember. Jenis penelitian ini menggunakan pre-eksperimen dengan jenis one group pretest-postest design. Instrumen pengumpulan data yang digunakan adalah lembar observasi dan dokumentasi. Subjek penelitian yaitu 15 siswa kelas B. Hasil uji normalitas menunjukkan bahwa nilai < yaitu 277445062 < 0,338 sehingga data berdistribusi normal, uji homogenitas menunjukkan nilai < yaitu 0,339805825 < 0,402620943 yang artinya data pretest dan posttest homogen. Tekhnik analisis data yang digunkan adalah uji parametrik paired sample t test karena uji prasyarat sampel telah terpenuhi. Hasil penelitian menunjukan bahwa nilai signifikansi 2 tailed lebih kecil dari 0,05 serta nilai t hitung lebih besar dari t tabel yang artinya terdapat pengaruh yang signifikan kegiatan montase terhadap perkembangan motorik halus anak usia 5-6 tahun di TK Muslimat NU 121 Bangsalsari Jember.
Pengaruh Penerapan Model Pembelajaran Scaffolding Terhadap Pembentukan Karakter Mandiri Anak Usia Dini di TK Suluh Tani Kecamatan Silo Kabupaten Jember Tahun Ajaran 2022/2023 Kristiana, Oktavia Linda; Hasanah, Hisbiyatul; Zahro, Ianatuz
JECIE (Journal of Early Childhood and Inclusive Education) Vol. 7 No. 2 (2024): Juli
Publisher : Program Studi PG PAUD - FKIP - UNIPAR JEMBER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jecie.v7i2.1898

Abstract

Permasalahan pada kemandirian anak usia dini perlu diatasi secara maksimal sehingga anak tidak terlalu bergantung kepada orang lain secara berlebihan. Kurangnya kemandirian adalah alasan dari penelitian ini. Untuk mengatasi permasalahan ini, peneliti tertarik menerapkan suatu model pembelajaran yaitu model pembelajaran Scaffolding. Penelitian ini bertujuan untuk mengetahui pengaruh dari model pembelajaran Scaffolding terhadap pembentukan karakter mandiri anak. Teknik pengumpulan data dalam penelitian ini menggunakan teknik observasi dan dokumentasi. Pendekatan yang digunakan yaitu pendekatan kuantitatif pre-eksperimen dengan desain penelitian menggunakan one group pre-test post-test. Penelitian ini menggunakan analisis uji beda (t-test) dengan uji prasyarat yang telah terpenuhi. Hasil penelitian ini menunjukkan bahwa berdasarkan hasil uji t, didapatkan bahwa terdapat perbedaan yang sangat signifikan (t = 4,018; sig = 0,000 < 0,05) ditinjau dari latar belakang TK Suluh Tani yang diberikan model pembelajaran Scaffolding sebagai perlakuan yang digunakan untuk mengukur karakter mandiri anak. Sehingga dapat disimpulkan bahwa model pembelajaran Scaffolding berpengaruh terhadap pembentukan karakter mandiri anak usia dini di TK Suluh Tani Jember.
UPAYA MENINGKATKAN KEMAMPUAN PRA MENULIS ANAK USIA 5-6 TAHUN MELALUI MEDIA BALOK HURUF DI TK DHARMA WANITA Husaiwati; Ianatuz Zahro; Trio Suwargono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31220

Abstract

This study focuses on efforts to improve the pre-writing skills of children aged 5-6 years through letter blocks media at Dharma Wanita Kindergarten. The problem faced is the low pre-writing skills in children, which is seen from their difficulties in recognizing letters and positioning their fingers when writing. This can hinder children's literacy development in the future. The general objective of this study is to determine children's pre-writing skills. While the specific objectives include; To improve letter recognition in children through letter blocks media and to Create a fun and interactive learning atmosphere. The research method used is Classroom Action Research (CAR), which involves observation and interviews to collect initial data. This research will be conducted in several cycles, where each cycle consists of planning, implementation, observation, and reflection. The use of letter blocks media is expected to make children more active and involved in the learning process. The output of this study is expected to be an increase in children's pre-writing skills, which can be measured through indicators such as the ability to hold writing tools, make meaningful scribbles, and write names in capital letters. In addition, this research is also expected to provide a positive contribution to the development of learning methods in Early Childhood Education (PAUD).
PENGARUH METODE BERCERITA KISAH NABI TERHADAP PERKEMBANGAN KARAKTER PADA ANAK USIA DINI DI TK AL-MAARIF KALISAT- JEMBER Fitriatiningsih; Ianatuz Zahro; Trio Suwargono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31222

Abstract

This study used a sample of 25 children with character traits aged 6-7 years in class B using Purposive sampling techniques. This study is a Pre-Experimental study. Data analysis in this study uses descriptive statistical analysis, Prerequisite Tests (Normality Test and Homogeneity Test) and Hypothesis testing. Descriptive Tests are used to describe the characteristics of the data. While the Prerequisite Test is used to determine whether the data is normally distributed or not and to determine whether 2 groups have the same characteristics. Hypothesis testing is used to see the effect of the method of telling the story of the Prophet on the development of characteristics in early childhood. The results of this study are 2, namely H0 if there is no effect and H1 if there is an effect of the method of telling the story of the Prophet on the development of character values in early childhood. The output of this study is expected to contribute to PAUD teachers as an alternative method of character learning that is interesting, contextual, and appropriate to the stages of child development. In addition, the results of this study can be used as reference material in the preparation of learning programs based on Islamic values in early childhood education environments.
Improving English Vocabulary through Guess-the-Word Games Using Audio-Visual Media for Group B Children (Aged 5–6 Years) at TK Bhakti Siwi Maulidiya, Siti; Zahro, Ianatuz; Siswono, Hendrik
Ceria: Jurnal Program Studi Pendidikan Anak Usia Dini Vol 14, No 3 (2025): (On Progress) Ceria Jurnal Pendidikan Anak Usia Dini
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/ceria.v14i3.14810

Abstract

This study aims to improve the English vocabulary mastery of Group B children (aged 5–6 years) at TK Bhakti Siwi through guess-the-word games based on audio-visual media. The research background stems from the children’s limited vocabulary, characterized by low interest, participation, and ability to mention and understand simple words. The study employed a Classroom Action Research (CAR) approach following the Kemmis and McTaggart model over two cycles, involving 10 children (4 boys and 6 girls). Data were collected through observation, documentation, and informal interviews, and analyzed qualitatively and descriptively by comparing the results of the pre-cycle, Cycle I, and Cycle II. The findings showed a significant improvement. In the pre-cycle, the average achievement was 0%, with nearly all children unable to name or understand vocabulary correctly. After Cycle I, the achievement increased to 20%, though not yet evenly distributed. In Cycle II, the achievement reached 80%, exceeding the minimum criterion in which at least 75% of children were categorized as A (Good). Almost all children were able to mention, understand, and use simple English words with more accurate pronunciation and confidence. The application of this medium also enhanced motivation, active participation, and enthusiasm, making it a suitable, interactive, and enjoyable strategy for English learning in early childhood education.