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PENGEMBANGAN KARTU BERSERI PINTAR, TAAT, DAN RAJIN (PINTARA) UNTUK MENUMBUHKAN DISIPLIN POSITIF PADA ANAK USIA DINI Diny Veronica; Lilis Suryani; Ajat
AL IHSAN: Jurnal Pendidikan Islam Anak Usia Dini Vol. 6 No. 2 (2025): (November 2025)
Publisher : Program Studi pendidikan Islam Anak Usia Dini, Fakultas Tarbiyah Institut Agama Islam Ibrahimy Genteng Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69552/3hvq3s89

Abstract

This study aims to develop the Pintar, Taat, and Rajin (Pintara) Serial Story Cards to foster positive discipline in early childhood, particularly in queuing, sharing, and tidying up toys. The background of this research lies in the dominance of instructive methods in early childhood education, which are less engaging and ineffective in building children’s intrinsic discipline. This study employs a Research and Development (R&D) method using the ADDIE model, limited to the development stage. Trials were conducted individually, in small groups, and in large groups with children aged 5–6 years in Mustika Jaya District. Data were collected through observations, interviews, expert validation questionnaires, and children’s response assessments, then analyzed qualitatively and quantitatively. The results indicated that the Pintara cards met the principles of early childhood learning, were deemed highly feasible by experts and practitioners with an overall category of “very good”, obtaining an average percentage score of 90% from the material expert, 95% from the media expert, and 97.5% from early childhood education practitioners, and received positive responses from children with most respondents (43.33% of the total 30 participants) categorized as “very good”. Children found it easier to understand moral messages, were motivated to practice discipline, and showed improvements in queuing, sharing, and tidying behaviors. Thus, the Pintara Serial Story Cards are feasible to be used as an innovative medium to foster positive discipline in early childhood. 
Pengembangan buku panduan guru mengajarkan seni tari kreasi untuk anak usia dini Septina Suryati; Nita Priyanti; Lilis Suryani
JPGI (Jurnal Penelitian Guru Indonesia) Vol. 11 No. 1 (2026): JPGI
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/026845jpgi0005

Abstract

Penelitian ini didasari pentingnya kegiatan pembelajaran srni tari khususnya tari kreasi, yang merupakan kegiatan yang dapat mengembangkan aspek motorik, kogitif dan sosial`emosional anak usia dini. Kurangnya buku panduan praktis bagi guru, sehingga sulit bagi guru untuk mengajarkan seni tari kreatif dan efektif, sehingga anak anak kurang tertarik mengikuti kegiatan menari, yang terkesan monoton dan membosankan. Tujuan dari penelitian ini untuk mengembangkan buku panduan guru yang praktis dan tidak terlalu teoritis sehingga guru mudah mempraktikan dalam pembelajaran seni tari kreasi. Cakupan yang ada dalam ini yaitu mencakup materi, metode dan evaluasi pembelajaran seni tari kreasi yang disesuaikan dengan karakteristik serta tahap perkembangan anak. Penelitian ini menggunakan pendekatan penelitian dan pengembangan R&D dengan mengadaptasikan model pengembangan ADDIE (Analyis, Desain, Development and Implementasion). Hasil penelitian ini berupa sebuah Buku Panduan Guru dalam Mengajarkan Seni Tari Kreasi untuk Anak Usia Dini, yang terdiri dari unsur gerak dasar tari, keterkaitan tema harian dengan seni tari kreasi, pola lantai sederhana, media pendukung serta evaluasi. buku panduan guru ini diharapkan dapat memfasilitasi pembelajaran seni tari kreasi yang sederhana, praktis, dan menyenangkan. Berdasarkan hasil evaluasi menunjukan bahwa buku panduan guru yang dikembangkan layak untuk digunakan guru dalam pembelajaran seni tari kreasi.
PENINGKATAN KOMPETENSI MANAJEMEN PAUD MELALUI WORKSHOP PENDAMPINGAN PENYUSUNAN KURIKULUM SATUAN PENDIDIKAN MERDEKA BELAJAR DI KECAMATAN JATI SAMPURNA, BEKASI Sri Watini; Lilis Suryani; Medi Kapriany; Diny Veronica; Dhiah Anjarwati
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2025): Volume 6 No. 1 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i1.41214

Abstract

Pendidikan Anak Usia Dini (PAUD) memiliki peran fundamental dalam membangun kualitas sumber daya manusia sejak dini.Metode kegiatan ini bertujuan untuk mentransformasi manajemen kurikulum PAUD di Gugus Teratai, Kecamatan Jatisampurna, Bekasi melalui pendekatan partisipatif dan kontekstual. Metode kegiatan meliputi analisis kebutuhan, capacity building melalui workshop, dan pendampingan berkelanjutan. Kegiatan pengabdian masyarakat ini melibatkan 18 lembaga PAUD, dilaksanakan selama dua minggu pada bulan November 2024. Hasil intervensi menunjukkan peningkatan signifikan kompetensi guru dalam manajemen kurikulum, dengan rata-rata nilai pre-test 52,92 meningkat menjadi 93,13 pada post-test, atau peningkatan sebesar 76%. Mayoritas peserta (70,83%) berhasil mencapai nilai di atas 90. Transformasi kurikulum menghasilkan perubahan mendasar, di antaranya: (1) pengembangan Kurikulum Satuan Pendidikan (KSP) yang kontekstual, (2) pergeseran pendekatan pembelajaran menjadi lebih partisipatif dan berpusat pada anak, serta (3) peningkatan substantif kemampuan pendidik dalam merancang dan mengimplementasikan kurikulum. Faktor pendukung keberhasilan program meliputi komitmen tinggi pemangku kepentingan dan dukungan infrastruktur, sementara tantangan utama mencakup keterbatasan sumber daya manusia dan resistensi terhadap perubahan. Kesimpulan penelitian menekankan pentingnya pendekatan partisipatif dan kontekstual dalam mengoptimalkan manajemen kurikulum PAUD guna menghasilkan pendidikan berkualitas yang responsif terhadap kebutuhan perkembangan anak.
PENGENALAN DEEP LEARNING BERBASIS LINGKUNGAN PERKOTAAN UNTUK MENYIAPKAN PENDIDIK PAUD YANG ADAPTIF Lilis Suryani; Siti Soleha; Lia Ruswiyati; Shifa Choerun Nisa; Nurfadhillah P.S Minggu; Altrin Sudyati Taarape
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2025): Volume 6 No 3 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i3.47651

Abstract

Bagi pendidik kehadiran Deep Learning atau Pembelajaran Mendalam membawa tantangan baru yang tidak bisa diabaikan, baik aspek pedagogi, adaptasi teknologi, maupun peran mereka dalam dunia pendidikan. Hasil observasi awal di beberapa PAUD di wilayah Suku Dinas Pendidikan Wilayah 1 Jakarta Pusat menunjukkan masih adanya yang belum memiliki pemahaman tentang konsep Deep Learning atau Pembelajaran Mendalam dalam konteks Kurikulum Merdeka. Kondisi tersebut menjadi semakin mendesak mengingat lingkungan perkotaan dengan dinamika sosial, ekonomi, dan teknologi yang berkembang pesat membutuhkan pendidik yang adaptif terhadap perubahan. Program Pengabdian Kepada Masyarakat (PKM) hadir menjawab kebutuhan tersebut melalui Pelatihan dan Pendampingan dalam mengimplementasikan Deep Learning sesuai Kurikulum Merdeka. PKM diselenggarakan di TK Negeri Tegal, Jakarta Pusat. Waktu pelaksanaan 11-25 April 2025.  PKM diikuti oleh 12 lembaga PAUD terdiri 8 TK Negeri, 4 TK Swasta, dengan jumlah peserta 22 orang. PKM dilaksanakan secara offline dan online.  Adapun teknik pengumpulan data melalui observasi, wawancara, dokumentasi dan tes (pre & post test). Hasil analisis menunjukkan pre test 81,13 dan post test 94,77, maka peningkatan hasil adalah 16,64 point setara dengan peningkatan sebesar 14 %. Kesuksesan program ini tidak sekadar terukur dari peningkatan skor namun diharapkan dapat memberikan kontribusi teoretis dan praktis dalam pengembangan Deep Learning atau Pembelajaran Mendalam bagi pendidik PAUD yang adaptif dengan konteks lingkungan perkotaan, sekaligus membuka wawasan baru tentang Implementasi praktik.
Penyusunan Modul Ajar Pembelajaran Mendalam Berbasis Budaya Lokal Lilis Suryani; Sisca Cletus Lamatokan; Winda Mailina; Marlina Ndun; Suwati Suwati
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 9, No 1 (2026): JANUARI 2026
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v9i1.3202

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM)  ini bertujuan untuk meningkatkan kompetensi guru PAUD dalam menyusun modul ajar berbasis pembelajaran mendalam (deep learning) yang mengintegrasikan nilai-nilai budaya lokal Kota Jambi. Pentingnya kegiatan ini didasari kebutuhan mendesak akan peningkatan kualitas pembelajaran kontekstual di tingkat pendidikan anak usia dini. Kegiatan dilaksanakan melalui pelatihan partisipatif dan pendampingan reflektif yang melibatkan 90 guru PAUD, dengan 65 responden mengikuti evaluasi. Metode pelaksanaan meliputi analisis kebutuhan, workshop tatap muka, pendampingan, serta uji coba terbatas modul ajar. Instrumen evaluasi menggunakan pre-test dan post-test untuk mengukur peningkatan pemahaman dan kemampuan merancang modul ajar. Hasil kegiatan menunjukkan adanya peningkatan signifikan keterampilan guru, terlihat dari kenaikan nilai rata-rata pre-test sebesar 86,31 menjadi 93,62 pada post-test. Selain itu, berhasil disusun draf modul ajar yang siap diimplementasikan. Dengan demikian, pelatihan ini terbukti relevan, aplikatif, dan efektif dalam meningkatkan kualitas pembelajaran kontekstual berbasis budaya lokal.
Development of Thematic Monopoly Media to Optimize Early Mathematical Skills in Children Aged 5–6 Years Ayu Rahayu; Irma Yuliantina; Lilis Suryani
EDUJAVARE: International Journal of Educational Research Vol. 4 No. 02 (2026): EDUJAVARE: International Journal of Educational Research
Publisher : CV. Edujavare Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70610/edujavare.1598

Abstract

In early childhood education, mathematics is not merely about introducing numbers. This study aimed to develop, determine the feasibility, and examine the effectiveness of Thematic Monopoly media in optimizing the early mathematics skills of children aged 5–6 years. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The study was conducted at TK Ar-Rahmah, Terkul Village, Rupat District, Bengkalis Regency, Riau Province, involving 16 children in Group B. Data were collected through observation, interviews, validation sheets, teacher response questionnaires, and field trials. The results of the needs analysis showed that the existing learning media for early mathematics were still limited in terms of interactivity, variation, and contextual relevance, thus requiring the development of a more engaging and developmentally appropriate medium. The feasibility of the product was confirmed by expert validation results, with scores of 85% from the material expert, 90% from the media expert, and 95% from the practitioner, all categorized as very valid. Product trials also showed highly positive results, with an average score of 88.3% across individual, small-group, and large-group trials, while teacher responses during limited implementation reached 89.5%, and classroom activity observations reached 81.75%. Furthermore, the findings demonstrated that the use of Thematic Monopoly media had a positive impact on children’s motivation, participation, enthusiasm, and understanding of early mathematical concepts.
Developing Children's Story-Based Digital Comics (Digibarita) to Increase Early Children's Interest in Reading Medi Kapriany Purwaningrum; Lilis Suryani; Hamid Patilima
Ceria: Jurnal Program Studi Pendidikan Anak Usia Dini Vol. 15 No. 1 (2026): Ceria Jurnal Pendidikan Anak Usia Dini
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/ceria.v15i1.15028

Abstract

Low interest among Indonesian children remains a major concern that affects their literacy development. This study aimed to develop and test DIGIBARITA, a digital comic based on children’s stories, as an innovative medium to foster reading interest in early childhood education. The research used a Research and Development (R&D) design adapted from the ADDIE model, consisting of analysis, design, development, and implementation. The subjects were 30 children aged 4–6 years at TK Islam Najwa, Bekasi, and early childhood teachers as expert validators and evaluators. Data were collected through validation questionnaires, observation sheets, and interviews, then analyzed descriptively using quantitative and qualitative approaches. Results showed that DIGIBARITA was rated “very valid” by the material expert (96.25%), media expert (96.87%), and practitioner (98%). Implementation through individual, small group, and large group trials revealed that children actively participated, enjoyed the reading activities, and showed increased interest in retelling stories. Teacher responses placed the media in the “very good” category with a score of 98.5%, confirming its practicality. In conclusion, DIGIBARITA is feasible, practical, and effective in enhancing early reading interest and may serve as an alternative literacy medium in early childhood education.
A mixed-methods development study of teak wood thematic puzzle media to enhance storytelling skills of 4–5 year old children in early childhood learning settings Lilis Suryani; Ilis Kandarisah Ilis
Jurnal Konseling dan Pendidikan Vol. 13 No. 3 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1163600

Abstract

This study addresses the lack of contextual and developmentally appropriate learning media at KB Arraudoh, where many 4–5-year-old children were found to struggle with story sequencing, coherent expression, and narrative vocabulary. The research aimed to develop thematic teak wood puzzle media while also identifying learning needs, understanding classroom conditions, and examining children’s storytelling progress after implementation. A mixed-methods R&D design using the ADDIE model was applied. Qualitative data from observations, teacher interviews, needs analysis, and documentation were used to analyze children’s characteristics and contextual requirements for media design. Quantitative data were obtained from expert validations and structured assessments in limited field trials. Qualitative findings guided product development, while quantitative results confirmed feasibility and effectiveness. The puzzle media received very high feasibility scores—98.3% (content expert), 98.4% (media expert), and 98.5% (practitioner). Children’s storytelling performance improved significantly, with 85% categorized as Developing as Expected and a 70% increase in achievement after implementation. The integration of qualitative insights and quantitative validation shows that the media effectively supports narrative development through contextual visual cues and structured sequencing. This study contributes a context-based mixed-methods model for early childhood media development and offers practical implications for designing developmentally appropriate storytelling interventions.
Pengembangan Flashcard SISEMO dalam Memperkaya Kegiatan Bermain Anak dan Orang Tua di Rumah: Development of SISEMO Flashcards to Enrich Play Activities Between Children and Parents at Home Rani Dwi Kurniawati; Lilis Suryani
Indonesian Journal of Early Childhood: Jurnal Dunia Anak Usia Dini Vol. 8 No. 1 (2026)
Publisher : Universitas Ngudi Waluyo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35473/ijec.v8i1.4312

Abstract

This study aims to develop "SISEMO" flashcards designed to stimulate the sensorimotor skills of children through parental guidance at home; these flashcards contain ideas for sensorimotor stimulation activities that can be implemented with children in a home setting. The study employs the Research and Development (R&D) method using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model, proceeding up to the limited implementation stage for the final product. The analysis phase involved identifying parents' needs regarding play activities with children aged 4–5 years at home through interviews and observations, followed by the design phase, which involved conceptualizing the flashcards. During the development phase, the flashcards were created and validated by subject matter experts, media experts, and practitioners to ensure their suitability. This was followed by three rounds of product testing and revision: individual trials, small-group trials, and large-group trials. Revisions based on feedback resulted in a final model that was implemented on a limited scale at PAUD Al-Hidayah Penjaringan, North Jakarta. The results indicate that the sensorimotor stimulation flashcards are highly suitable for enriching play activities between children and parents at home, achieving validation scores of 95% from subject matter experts, 98% from media experts, and 98% from practitioners. The limited implementation phase, involving children and guardians from Class A at PAUD Al-Hidayah, yielded a questionnaire result of 87.80%. Based on these findings, the sensorimotor flashcards serve as an alternative medium offering sensorimotor stimulation activities that can be carried out with children at home.   ABSTRAK  Penelitian ini bertujuan untuk mengembangkan Pengembangan Flashcard SISEMO untuk Menstimulasi Sensori Motorik Anak dengan Pendampingan Orang Tua di Rumah, Flashcard yang berisi ide-ide kegiatan stimulasi sensori motoric yang dapat di terapkan bersama anak di rumah. Penelitian ini menerapkan metode Research and Development (R&D) dengan model pengembangan (ADDIE) “Analysis, Design, Development, Implementation, Evaluation”. Pada penelitian ini dilakukan hingga tahap Implementasi terbatas untuk penerapan model final produk. Tahap analisis dilakukan dengan mengidentifikasi kebutuhan orangtua dalam penerapan aktivitas bermain bersama anak usia 4-5 tahun di rumah melalui wawancara dan observasi, dilanjutkan tahap desain dengan merancang konsep produk Flashcard. Pada tahap pengembangan, Flashcard di buat dan dilakukan validasi oleh ahli materi, ahli media dan praktisi untuk memastikan kelayakan,  Dilanjutkan dengan 3 uji coba dan revisi produk, yakni uji coba perorangan, kelompok kecil dan uji coba kelompok besar. Lalu merevisi berdasarkan umpan balik sehingga menghasilkan model final untuk di implementasikan secara terbatas di PAUD Al-Hidayah Penjaringan Jakarta Utara. Hasil penelitian menunjukan bahwa Flashcard stimulasi sensori motoric layak di gunakan untuk memperkaya kegiatan bermain anak dan orangtua di rumah dengan kategori sangat layak, skor penilaian ahli materi 95%, ahli media 98% dan ahli praktisi 98%. Tahap implementasi terbatas yang dilakukan oleh anak dan wali murid kelas A paud Al-Hidayah mendapatkan perolehan hasil angket dengan persentase 87,80%. Berdasarkan temuan penelitian ini, Flashcard sensori motorik dapat di jadikan sebagai alternative media yang menyediakan kegiatan-kegiatan stimulasi sensori motoric yang dapat di lakukan bersama anak di rumah.