This Author published in this journals
All Journal Magister Scientiae
Kristin Anggraini
Widya Mandala Surabaya Catholic University

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Magister Scientiae

THE INFLUENCE OF SMART BOARD GAMES ON THE ROUGH MOTOR DEVELOPMENT OF CHILDREN AGE 4 TO 5 YEARS Kristin Anggraini
Magister Scientiae No. 47 (2020)
Publisher : Widya Mandala Surabaya Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33508/mgs.v1i47.2444

Abstract

The aim of this study was to develop children's gross motor development through playing. This research used quantitative research methods with quasi experimental -nonequivalent control group design. In this study, the researcher used four research instruments, namely running, jumping, hopping and throwing. The results of this study indicated positive influences of the Smart Board game on the gross motor development. This was evidenced by the significant difference between the results of the pretest and posttest on children's gross motor skills, especially in terms of running, jumping, hopping and throwing in children aged 4-5 years. When playing, the children gained experience, pleasure and knowledge and through this one form of playing that could increase children's knowledge as well as develop the gross motor aspects of children is the Smart Board game. This study showed that this Smart Board game could be used to develop children's gross motor development well, especially for running, jumping, hopping and throwing in children aged 4-5 years.
THE INFLUENCE OF COMPUTATIONAL THINKING SHEET FOR KIDS (CTSK) MEDIA ON COGNITIVE DEVELOPMENT ASPECTS OF CHILDREN AGED 5-6 YEARS Sindy Anugerah; Regina Christine Takumansang; Anita Roslina Simanjuntak; Kristin Anggraini
Magister Scientiae Vol. 52 No. 2 (2024)
Publisher : Widya Mandala Surabaya Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33508/mgs.v52i2.5834

Abstract

Computational Thinking (CT) or computational thinking is a cognitive or thinking process that involves logistical reasoning. CT needs to be taught to children from an early age because it can help children develop critical thinking skills, creativity and problem-solving abilities which are developed through aspects of cognitive development using Computational Thinking Sheet For Kids (CTSK) media. The research was carried out at Indriyasana VII Kindergarten Surabaya with the aim of finding out the effect of using CTSK media on the cognitive development of children aged 5-6 years. CTSK is a computing-based learning media specifically designed for pre-school children. This research uses quantitative research methods with a pre-experimental design. The design used is one group pretest-posttest design. The sampling technique used in this research is nonprobability sampling. The nonprobability sampling technique used in this research was saturated sampling. This research consists of 2 variables, variable x, namely CTSK and variable Y, namely aspects of cognitive development. The results of data analysis in this study used the IBM SPSS Statistics 26 application. Based on the research that has been carried out, the results of normality test data analysis using the Kolmogrov Smirnov test, it can be seen that the result is 0.11, meaning the data in this study is normally distributed. Meanwhile, the results of data analysis used the Paired Sample T-test with a sig (2 tailed) value of 0.000, which means Ha was accepted and H0 was rejected. So it can be concluded that the results of this study show that the use of CTSK has a significant influence on the cognitive development of children aged 5-6 years. Thus, the use of Computational Thinking Sheet For Kids (CTSK) media can be an effective alternative in facilitating the cognitive development of children aged 5-6 years at Kindergarten Indriyasana VII Surabaya. Implementation of CTSK can help children develop computational thinking skills, solve problems and improve other cognitive activities