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Journal : Proceeding ISETH (International Summit on Science, Technology, and Humanity)

The Utilization of Flashcards and Songs as Media for Introducing English Vocabulary at Mardisiwi Islamic Kindergarten Millah, Hilyatul; Astuti, Wili
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: This study aims to demonstrate the effectiveness of using flashcards and songs as media for introducing English vocabulary— specifically terms related to professions—to early‑childhood learners in Group A at Mardisiwi Islamic Kindergarten, and to analyze the factors that facilitate or hinder this vocabulary‑introduction process. Methodology: A mixed‑methods design was employed, involving eight Group A students, their teacher, and the school principal as participants. Data collection combined classroom observations, skill‑mastery checklists, semi‑structured interviews, and document analysis. For data analysis, the Miles and Huberman framework guided systematic coding, data reduction, and thematic synthesis to identify patterns of vocabulary acquisition and influencing factors. Results: Implementation of the flashcard‑and‑song intervention yielded clear gains in children’s mastery of profession‑related English terms. Sessions typically began with the teacher displaying a flashcard, inviting students to guess the depicted profession, and then revealing the English label while playing an accompanying song. Children demonstrated improved recall and active participation, indicating that the multimodal approach effectively reinforced word learning. Applications/Originality/Value: By combining visual and auditory stimuli in a structured yet playful format, this study offers a replicable model for early‑childhood English vocabulary instruction. Its identification of enablers (e.g., engaging media, supportive teacher guidance) and barriers (e.g., limited attention spans) can inform curriculum planners and kindergarten teachers in designing media‑rich lessons that optimize young learners’ language acquisition and maintain high engagement.
The Development of Canva-Based Gamified Interactive Learning Media to Support Early Arabic Reading Literacy for Children Aged 4-5 Years Munawaroh, Iin Rosdiana; Astuti, Wili
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2025: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Objective: This study aims to develop and evaluate the feasibility of a gamification-based interactive learning media created with Canva to support early Arabic reading instruction for children aged 4-5 years. The media is designed to enhance learning engagement, strengthen recognition of Hijaiyah letters, and support children’s ability to identify letter shapes and sounds through visually appealing and interactive digital learning experiences suited to early childhood developmental characteristics. Method: This research employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. During the development stage, the learning media was created using Canva and integrated with gamification elements such as step-by-step learning progression, visual rewards, simple navigation, and child-friendly visual design. The product was validated by experts in three aspects: content feasibility, instructional and media design, and language appropriateness. Data were collected using Likert-scale questionnaires and analyzed descriptively to determine the validity level of the developed media. Results: The validation results showed that all assessed aspects content feasibility, instructional and media design, and language appropriateness obtained an average score of 4.00, categorized as very valid. The Aiken’s V coefficient for all aspects was 0.75, indicating a high level of content validity and strong agreement between experts. Minor revisions were suggested, particularly in simplifying game instructions and enhancing visual variation to better suit young learners. These findings suggest that the Canva-based gamified interactive media is suitable for use in early Arabic reading instruction for children aged 4-5 years and has the potential to create a more engaging, enjoyable, and participatory early learning experience. Conclusion: The developed gamification-based interactive learning media is considered valid and feasible as a digital learning resource for introducing early Arabic reading skills to children aged 4-5 years. Its visual and interactive features make it a promising tool for increasing learning motivation and supporting early literacy development. Further research is recommended to examine the effectiveness of this media in improving children’s reading outcomes in direct classroom learning contexts.