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The Effectiveness of Eddy The Clever Fox Animated Show on Improving The Early Math Skills of Children 5-6 Years Old Fauzia, Siti Nur; Putra, Yudithia Dian; Astuti, Wuri; Sutama, I Wayan
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

In 2018, the result of the Program For International Student (PISA), indonesia’s mathematics ability had an average score of 379 or ranked 73 out of 79 countries where indonesia’s children were not competent and experienced difficulties in learning related to mathematics. The solution to improve children’s early math skills is to use innovative and interesting learning media for children, namely animation. Therefore, this study aims to find out whether there is a significant difference between before and after the animation of Eddy The Clever Fox in improving the early math skills of children aged 5-6 years. The type of research is quantitative pre-experiment with one group pretest posttest design. Data collection techniques are carried out by testing and documentation. The worksheets are first tested with validity and reliability tests. The mean results in the pretest and posttest were 69.62 and 89.61, which increased after the treatment. The hypothesis test used is the Wilcoxon test with a significance that H₀ is rejected and Hₐ is accepted so that there is a difference between the initial mathematical ability of children aged 5-6 years before and after the treatment in the form of animated show of Eddy The Clever Fox and it can be concluded that the animation is effective in improving the initial mathematical ability of children aged 5-6 years. Keywords: Mathematical Abilities; Beginning Mathematics; Animated Show Eddy The Clever Fox
AKSARA: Early Childhood Parenting E-BOOK as a Smart Parenting effort for Millennial Parents Wulandari, Helnia; Putra, Yudithia Dian; Anisa, Nur
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Parenting children in the digital age has a profound influence on their character development and creativity. Millennials tend to use technology and the internet skillfully, and they often rely on online resources, especially social media, for parenting guidance. While technology can provide educational benefits, the use of the internet also poses challenges such as the spread of misinformation. Therefore, it is important for millennial parents to seek accurate and trustworthy information in educating their children. Character education is also increasingly important in building critical thinking, creativity and problem-solving skills in children. Early childhood character education supported by smart parenting can help instill positive traits and habits in children. This research uses the Research and Development (R&D) method and the ADDIE model to create the AKSARA E-Book which aims to help millennial parents in Malang City in parenting for early childhood. This E-Book provides valid and effective parenting
The Relationship of the Intensity of Balance Bike Activities on the Emotional Resilience of Children Aged 5-6 Years in Malang Anggraini, Dinda Putri; Putra, Yudithia Dian; Maningtyas, Rosyi Damayani Twinsari; Pramono, Pramono
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This research aims to determine the relationship between the intensity of balance bike activities and the emotional resilience of children aged 5-6 years in Malang. This research was conducted on 35 children aged 5-6 years at the XBC Pushbike Malang, FF Reborn Pushbike Malang and CAKids Pushbike Malang clubs. The type of research used in this research is quantitative descriptive research with correlation and determination test analysis methods. The sampling technique used was purposive sampling. The data collection technique in this research was using a questionnaire which was distributed to the children's parents. The results of research using the Pearson product moment correlation statistical test show that the Sig (2-tailed) value is 0.009 with a correlation coefficient value of 0.437 and a determination value of 0.191. The results show that there is a significant relationship and influence between the intensity of balance bike activities on emotional resilience, with a sufficient or moderate level of relationship strength and a positive relationship direction.
Development of the Dangerous Road Maze Game to Stimulate Critical Thinking Abilities in Children Aged 5-6 Years Haq, Azizah Ulfah; Sutama, I Wayan; Anisa, Nur; Putra, Yudithia Dian
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Technological developments can make learning more interesting and varied. In addition, children's development components will increase faster than before. Dangerous Road is an application-based game where players must complete road-finding missions by composing meaningful words that are relevant to the game theme. The ADDIE development model was used to develop the digital maze game “Dangerous Road”. This research uses a Likert scale questionnaire filled out by material experts, media experts and teachers, using qualitative and quantitative data analysis techniques. According to research and development results, the Maze Dangerous Road game is an effective, efficient and interesting learning medium for children aged 5 to 6 years. Small group trials were carried out on 5 children at Dharma Wanita Kencong 2 Kindergarten, with an effectiveness value of 80%, attractiveness 77.5%, and efficiency 72%; Large group trials were carried out on 28 children at the Dharma Wanita Kencong 2 Kindergarten with a total of 8 children and the Elbaith Rif'a Islamic Happy School Kindergarten with a total of 20 children, with an effectiveness score of 95%, attractiveness of 88.2%, and efficiency of 81.7%. Keywords: Early Childhood; Digital Maze Games; Critical Thinking
Development of the Pot Artistry Game to Stimulate Fine Motor Skills in Children Aged 5-6 Years Al-Haq, Opie Faradika Avilian Imani; Pramono, Pramono; Tirtaningsih, Munaisra Tri; Putra, Yudithia Dian
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This research aims to develop an educational toy to stimulate fine motor skills in children aged 5-6 years, responding to the lack of such tools in several educational institutions. Referring to the Regulation of the Minister of Education & Culture Number 137 of 2014 on National Standards for Early Childhood Education, specifically the Fine Motor Indicators for ages 5-6 years, researchers designed the "Pot Artistry" game. The research methodology adopts a synthesis by Pramono et al. (2019), combining approaches from several previous researchers. The development process comprises six stages, from needs analysis to small group testing. Validation was conducted by two game experts and two fine motor skills experts, with trials involving 20 kindergarten B children at TK Baitul Makmur, Dau, Malang Regency. The game expert validation results reached 87.5% (highly valid), while the material expert validation achieved 97.2% (highly valid). Observations on children showed a score of 88% for aspects of interest and mot
PENINGKATAN KUALITAS BATIK ECOPRINT DENGAN PENGENDALIAN PRODUKSI DI AZA CRAFT BANYUMAS Rakhmadani, Diovianto Putra; Winati, Famila Dwi; Fitriana, Gita Fadila; Putra, Yudithia Dian; Dianti, Ine Luna
Jurnal Graha Pengabdian Vol 6, No 4 (2024): DESEMBER
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um078v6i42024p%p

Abstract

Batik Ecoprint merupakan salah satu produk unggulan di desa wisata cikakak, dengan rumah produksi di bawah naungan Aza Craft. Batik ecoprint diproduksi secara berlanjut untuk menjadi salah satu produk unggulan yang dapat dijual baik di dalam maupun luar negeri. Tingkat permintaan batik ecoprint yang masih minim menjadi isu di dalam tujuannya untuk menjadi produk unggulan. Minimnya permintaan tersebut disinyalir dikarenakan kurangnya kualitas di dalam batik ecoprint untuk dapat bersaing dengan produk unggulan sejenis. Kualitas berperan penting dalam hubungannya dengan minat beli konsumen, sehingga untuk meningkatkan penjualan, diperlukanlah sebuah cara untuk meningkatkan kualitas batik ecoprint di aza craft. Kegiatan pengabdian kepada masyarakat ini dilakukan dengan cara mencari akar masalah dari kurangnya kualitas batik ecoprint untuk kemudian dapat diberikan solusi dalam kegiatan produksi batik ecoprint dalam bentuk instruksi kerja baru ataupun sebuah standar operasional dalam hal produksi yang seragam guna terjadi peningkatan kualitas secara merata dan dengan harapan terciptanya peningkatan dalam hal penjualan.
The Influence of the Application of Game Based Learning (GBL) Models Assisted by the Math Games Platform on the Mathematics Learning Outcomes of Fifth Grade Elementary School Students Rizky Ayu Wachdani; M. Anas Thohir; Yudithia Dian Putra
Indonesian Journal of Primary Education Vol 6, No 1 (2022): Indonesian Journal of Primary Education: June 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v6i1.45914

Abstract

The purpose of this study The Influence of the Application of Game Based Learning (GBL) Models Assisted by the Math Games Platform on the Mathematics Learning Outcomes of Fifth Grade Elementary School Student this study uses an experimental quantitative approach to determine whether or not there is a result of a treatment. This study aims to determine the effect of implementing the Game Based Learning (GBL) model with the help of the Math Games platform on the mathematics learning outcomes of fifth grade elementary school students. This study used the One Group Pretest-Posttest Design method, with a subject of 29 students in an elementary school in Kediri Regency which was taken through purposive sampling technique. Data collection techniques using observation and objective tests. The instrument used was a multiple choice test with 10 questions that had been tested to determine the validity and reliability of the instrument. The results were analyzed using descriptive statistics and inferential statistics with the help of SPSS for Windows version 21. Based on the results, the mean pretest score was 60.35 and the posttest average score was 85.52 with an N-gain percentage of 66%. Analysis of research data was carried out through 2 stages, namely prerequisite tests and hypothesis testing. Based on the results of the prerequisite test, it was found that the research data were normal and homogeneous (having the same variance). The results of the hypothesis analysis using the paired sample t-test show that the data significance value is 0.000, where 0.000 0.05, which means Ho is rejected and Ha is accepted. So it can be concluded that there is a significant difference between learning outcomes before and after the implementation of the game based learning model with an average increase in learning outcomes in the medium category.
Pengembangan Buku Cerita Sains Lingkungan untuk Meningkatkan Kemampuan Bernalar Kritis Anak Usia 5-6 Tahun Friwahyuni, Diana; Kuswandi, Dedi; Dian Putra, Yudithia; Arifin, Imron; Sutarno, Sutarno
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 6 No. 1 (2025): Juli
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v6i1.1101

Abstract

Penelitian ini bertujuan menghasilkan produk buku cerita sains lingkungan yang layak dan efektif untuk meningkatkan kemapuan bernalar kritis anak usia 5-6 tahun. Metode penelitian ini adalah R&D (Research and Development) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Validasi dilakukan oleh ahli media, ahli materi dan pengguna. Uiicoba kelompok kecil melibatkan 5 anak dan  ujicoba kelompok besar 30 anak dari tiga lembaga TK di kabupaten Jember yaitu TK MNU Sunan  Giri Balung, TK Al Amin Puger dan TK Dharma Wanita Dukuhdempok Wuluhan.  Hasil validasi menunjukkan skor keseluruhan rata-rata 4,7 dengan rincian 4,75 dari ahli media, 4,57 dari ahli materi dan 4,78 dari pengguna. Hasil ujicoba kelompok kecil menunjukkan buku cerita sains lingkungan menarik, efektif dan efisien digunakan. Uji keefektifan dalam ujicoba kelompok besar menggunakan model eksperimen one-group pretest-posttest design dengan hasil skor gain rata-rata 0,793 yang berarti keefektifan produk tinggi. Kesimpulannya, buku cerita sains lingkungan sangat layak dan efektif untuk meningkatkan kemampuan bernalar kritis anak usia 5-6 tahun.
Development of the “Masgapur” Thematic Storybook Based on the Pancasila Village Model to Enhance Religious Tolerance and Moderation in Early Childhood Yuseptina, Titin; Arifin, Imron; Dian Putra, Yudithia
Journal of Islamic Education Students (JIES) Vol. 5 No. 2: November 2025
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

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Abstract

This study develops and evaluates the Masgapur thematic picture storybook as a learning medium to strengthen religious tolerance and moderation among early childhood learners. Rooted in the socio-cultural context of a “Pancasila Village,” the storybook presents harmonious interactions among children from different religious backgrounds Islam, Christianity, and Hinduism symbolized through Masgapur (Masjid, Gereja, Pura). Employing the ADDIE model, the research followed five stages: needs analysis, design, development, implementation, and evaluation. Data were obtained through observations, interviews with teachers and parents, expert validation in early childhood education, media design and linguistics, and pre-test and post-test assessments. Needs analysis revealed limited access to culturally relevant storybooks that integrate local values and multilingual elements. The developed storybook features simple narratives, contextual illustrations, and local cultural values aligned with Pancasila principles of unity and mutual respect. Expert validation indicated high feasibility with scores above 85% across all categories. Small- and large-group trials demonstrated strong child engagement and understanding of multicultural content. Post-test results showed a 38.9% improvement in children’s tolerance and religious moderation skills. Overall, the Masgapur storybook is pedagogically feasible and effective, underscoring the value of integrating local wisdom, narrative-based learning, and character education to promote peaceful coexistence in early childhood settings.
Peran Lingkungan Kampus dalam Meningkatkan Motivasi Belajar Mahasiswa : Studi Literatur Unzilatur Rizqi Maulidina; Alif Mudiono; Yudithia Dian Putra; Imron Arifin
Didaktika: Jurnal Kependidikan Vol. 14 No. 3 Agustus (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.2293

Abstract

Motivasi belajar merupakan salah satu komponen penting dalam menentukan keberhasilan mahasiswa di perguruan tinggi. Salah satu faktor eksternal yang memengaruhi motivasi belajar mahasiswa adalah lingkungan kampus, baik dari segi fisik maupun sosial. Penelitian ini bertujuan untuk mengkaji peran lingkungan kampus dalam meningkatkan motivasi belajar mahasiswa melalui pendekatan studi literatur. Metode yang digunakan adalah tinjauan sistematis terhadap berbagai jurnal dan artikel ilmiah yang dipublikasikan antara tahun 2020-2025, dengan menggunakan kata kunci “lingkungan kampus” “motivasi belajar mahasiswa”. Hasil dari studi literatur menunjukkan bahwa kualitas fasilitas akademik, seperti laboratorium, perpustakaan, dan koneksi internet, sangat memengaruhi semangat belajar mahasiswa. Selain itu, aspek lingkungan sosial kampus, termasuk hubungan interpersonal antar mahasiswa, interaksi dengan dosen, dan pelayanan akademik yang diberikan institusi, juga berkontribusi signifikan terhadap motivasi belajar. Lingkungan kampus yang kondusif dan pelayanan yang berkualitas terbukti mampu meningkatkan kenyamanan dan kepuasan mahasiswa, sehingga berdampak positif terhadap motivasi belajar mereka.