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Journal : EduLine: Journal of Education and Learning Innovation

Children's Emotional Behavior in Role Playing Activities at Nadira Kindergarten, Takalar Sri Rika Amriani; Muh. Isbar Pratama; Angri Lismayani; Fitriani Dzulfadhilah; Fitriana Fitriana
EduLine: Journal of Education and Learning Innovation Vol. 3 No. 2 (2023)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline1730

Abstract

The purpose of this study was to describe the Emotional Behavior of Early Childhood in Role Playing Activities at Nadira Kindergarten, Takalar Regency. This research uses a quantitative approach with a descriptive research type. The data analysis technique used in this study was quantitative using descriptive statistics, the results obtained were that there were 5 children in the 39-46 range in the good category, while 7 children in the 32-38 range were categorized as sufficient, and 4 children were categorized as lacking in range 25-31, thus it can be said that of the 16 children there were 31.25% of the children categorized as good, 43.75% of the children were categorized as sufficient, and 25% of the children were categorized as lacking, the results indicated that the child's emotional behavior had begun to develop, where it can be seen that most children are able to control their emotions, are able to be patient in waiting their turn, and are able to express their emotions while studying.
Implementation of Differentiated Learning at TK Islam Plus E-School Sitti Nurhidayah Ilyas; Angri Lismayani
EduLine: Journal of Education and Learning Innovation Vol. 3 No. 4 (2023)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline2174

Abstract

This study aims to determine the description of the implementation of differentiated learning based on the aspects of KPPLB EPEC: (a) content (b) process (c) product and; (e) learning environment in Islamic Kindergarten Plus E~School Pinrang. This type of research is qualitative-descriptive. In collecting data, the researcher acted as a research instrument. Data were obtained through two sources, namely informants and documents. Data collection techniques were carried out through observations on videos of learning activities, interviews and documentation. The data obtained were then analysed using the concept of Miles and Huberman. Data validation was carried out by data credibility test, transferability test, dependability test and confirmability test. The results of the study are expected to describe the applicative stages or steps taken by teachers in the implementation of differentiated learning. This study focused on getting an overview of the differentiated learning process by analysing the teaching modules developed based on the results of diagnostic assessments conducted by teachers, learning implementation as well as teacher evaluation and reflection as a basis for developing further teaching modules.
The Effectiveness of Mathematics 2.0 Learning through Digital Educational Games in Stimulating Early Childhood Mathematical Abilities Lismayani, Angri; Pratama, Muhammad Isbar
EduLine: Journal of Education and Learning Innovation Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline3918

Abstract

Mathematics 2.0 is a combination of mathematics and technology, which is essential due to the significant role mathematics plays in advancing technology, science, and education. This study aims to examine the effectiveness of Mathematics 2.0 learning through digital educational games in stimulating early childhood mathematical abilities. A mixed-methods approach was employed, utilizing qualitative methods to illustrate the importance of mathematics learning through educational games for young children, and quantitative methods to measure the impact of such games on stimulating early mathematical skills. The sample consisted of 30 early childhood students, with data collected through interviews and observations. The results of the study indicate that educational games such as Lumio and ScratchJr have a significant effect in stimulating mathematical abilities in early childhood.