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Development of the SIMPAUD Model in Early Childhood Education (PAUD) Management Rahmatullah, Alfian; Yuliantina, Irma
EDUCATIO : Journal of Education Vol 9 No 2 (2025): November 2025
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/educatio.v9i2.1610

Abstract

This study aims to develop the digitalization of educational management in Early Childhood Education (PAUD) through the implementation of the SIMPAUD Merdeka system, using the ADDIE development model. The research method employed is Research and Development (R&D), with both qualitative and quantitative data analysis techniques. The population of this study consists of teachers and staff at TK Rausan Fikri. In the Analysis phase, needs were identified based on relevant educational management theories. The Design phase focused on the development of the system architecture and the creation of a user-friendly and intuitive interface. In the Development phase, coding, system integration, and the implementation of relevant data structures were carried out. The system was implemented at TK Rausan Fikri, accompanied by teacher training to ensure optimal system usage. The effectiveness of the system was evaluated using the USE questionnaire (Usefulness, Satisfaction, and Ease of Use), which indicated that SIMPAUD Merdeka effectively meets user needs. The evaluation results also confirmed that the system is suitable for implementation in PAUD educational units.
Peningkatan Motorik Kasar Melalui Pembelajaran Daring Berbasis Whats App Andini, Diah Puspita; Marlinah, Marlinah; Nurchahyani, Nurchahyani; Apriyanti, Sesiyana; Silaban, Esnirani; Yuliantina, Irma
Efektor Vol 8 No 1 (2021): Efektor Vol.8 No.1 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v8i1.15880

Abstract

Improving learning through rough motoric activities using WhatsApp application at RA Al Muttaqin. This research was implemented using offline (Visit School) and online (WhatsApp applications) methods as a problem solver for teaching and learning activities (KBM) at RA Al Muttaqin during the Covid-19 pandemic. Based on the results of motoric physical activity through WhatsApp learning was applied by making video of learning to know children’s rough motoric development. Generally, WhatsApp-based online learning challenges teacher’s creativity, in planning fun and interesting learning programs by developing collaboration between teachers, parents and participants, that is become the best solution in the Covid-19 pandemic that demands to take care of the physical.
Pengembangan Metode Lagu Tepuk Lompat (Tepat) Berbasis Budaya Lokal untuk Mengenal Lambang Bilangan 1-10 pada Anak Usia 4-5 Tahun di Paud Mitra Bersama Simatupang, Eli Verawati; Ajat, Ajat; Yuliantina, Irma
Cokroaminoto Journal of Primary Education Vol. 8 No. 4 (2025): Oktober - Desember 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.8.4.2025.7118

Abstract

Urgensi dalam penelitian ini adalah kurangnya perhatian siswa dalam mengenal budaya local dalam hal mengenal lambing bilangan disebabkan kurangnya metode pembelajaran yang dapat menarik perhatian siswa. Penelitian ini bertujuan mengembangkan, menilai kelayakan, dan menguji efektivitas metode Lagu Tepuk Lompat (TEPAT) berbasis budaya lokal dalam meningkatkan kemampuan anak usia 4–5 tahun mengenal lambang bilangan 1–10 di PAUD Mitra Bersama, Medan. Penelitian menggunakan desain mixed methods dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Pemilihan sampel dilakukan secara purposive terhadap 20 anak kelompok A yang mengikuti kegiatan pembelajaran reguler. Instrumen penelitian terdiri atas lembar validasi ahli (materi, bahasa, musik, motorik), lembar observasi, serta tes kinerja pra dan pasca perlakuan (pretest–posttest). Data dikumpulkan melalui observasi, wawancara guru, validasi ahli, dan uji coba terbatas. Analisis data dilakukan secara deskriptif kualitatif dan kuantitatif sederhana dengan perhitungan skor validasi dan N-Gain. Hasil validasi menunjukkan tingkat kelayakan rata-rata sebesar 92,3%, termasuk kategori “sangat valid”. Secara kuantitatif, rata-rata skor kemampuan anak meningkat dari 45,4% (kategori mulai berkembang) pada pretest menjadi 75,4% (kategori berkembang sesuai harapan) pada posttest, dengan peningkatan sebesar 30% dan nilai N-Gain 0,56 (kategori sedang–efektif). Secara kualitatif, anak menunjukkan antusiasme tinggi, koordinasi motorik lebih baik, dan keterlibatan aktif selama pembelajaran. Metode Lagu TEPAT terbukti efektif karena mengintegrasikan unsur musik, tepuk, lompat, serta bahasa dan ritme Batak yang familiar bagi anak, sehingga menciptakan pengalaman belajar yang kontekstual, menyenangkan, dan bermakna. Dengan demikian, pembelajaran berbasis budaya lokal dapat meningkatkan kemampuan numerik anak sekaligus menumbuhkan apresiasi terhadap identitas budaya sejak dini.
Pengaruh Metode Bermain Peran terhadap Literasi Baca Tulis dan Numerasi Anak Usia 5–6 Tahun R., Erniati; Watini, Sri; Yuliantina, Irma
BOCAH: Borneo Early Childhood Education and Humanity Journal Vol 5 No 1 (2026): BOCAH: Borneo Early Childhood Education and Humanity Journal, January 2026
Publisher : Faculty of Education and Teacher Training of UINSI Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21093/bocah.v5i1.12531

Abstract

This study examined the effect of role-playing activities on reading, writing, and numeracy skills in children aged 5-6 years. The study was motivated by low early literacy and numeracy levels in rural areas, as well as the limited number of studies that investigate both skills simultaneously using a factorial experimental design. A quantitative approach was employed using a true experimental factorial 2×2 design involving 32 children aged 5–6 years at Mutiara Kindergarten, Bongkal Malang Village, Kelayang District, Indragiri Hulu Regency, Riau Province. Participants were assigned to an experimental group receiving role-playing activities and a control group using a conventional learning model, with gender considered as a moderating variable. Research instruments included validated assessments of reading and writing literacy and numeracy. Data were analyzed using two-way ANOVA and simple effect tests. The findings revealed significant differences in reading and writing literacy (p < 0.001, η²p = 0.512) and numeracy skills (p < 0.001, η²p = 0.504) between the role-playing and conventional groups. No significant interaction was found between learning model and gender for either literacy or numeracy. Overall, role-playing activities effectively improved literacy and numeracy skills in early childhood and provided empirical evidence through the simultaneous examination of these two abilities within a factorial experimental framework.
Development Of The “Langkah Ceria” Interactive Carpet Media To Improve Gross Motor Skills Of Early Childhood Janah, Rini Nurbaning; Patilima, Hamid; Yuliantina, Irma
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1067

Abstract

This study aims to develop the interactive carpet media “Langkah Ceria” to improve gross motor skills of early childhood. The research was motivated by the low level of gross motor development among children aged 5–6 years at TK Negeri Manonjaya, Tasikmalaya Regency, where many children had not achieved the expected developmental standards. The study employed a Research and Development (R&D) approach using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation stages. The research involved 75 children from five classes of Group B. Data were collected using a modified Gross Motor Function Measure (GMFM) instrument consisting of 15 indicators covering five domains: static balance, locomotor walking, locomotor jumping, manipulative coordination, and dynamic balance. The effectiveness of the developed media was tested using a one-group pretest–posttest design. The results show that the interactive carpet media is feasible and effective for learning activities. Expert validation from two material experts and one media expert yielded an average feasibility score of 91.3%, categorized as very feasible. The implementation results indicate an increase in the average gross motor score from 18.87 (41.9%) in the pretest to 29.29 (65.1%) in the posttest, with an average N-Gain score of 0.40 in the moderate category. These findings indicate that the “Langkah Ceria” interactive carpet can serve as an innovative and practical learning medium to support the development of gross motor skills in early childhood.