Farah Ayu Maulidina
Universitas Panca Sakti

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PENGALAMAN AWAL DAPAT MENGUBAH EKSPRESI GEN DAN MEMPENGARUHI PERKEMBANGAN JANGKA PANJANG Farah Ayu Maulidina; Debbie Susanti; Siti Kania
incrementapedia Vol 4 No 1 (2022): Incrementapedia: Jurnal Pendidikan Anak Usia Dini
Publisher : Program Studi PG-PAUD Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/incrementapedia.vol4.no1.a6757

Abstract

New scientific research shows that environmental influences can actually affect whether and how genes are expressed. Thus, the old idea that genes are "set in stone" or that they alone determine development has been debunked. In fact, scientists have found that early experiences can determine how genes are turned on and off and even whether some are expressed at all. Therefore, the experiences that children have early in life and the environment in which they have them are able to shape the structure of their developing brains and greatly influence whether they grow up to be healthy and productive members of society. This growing body of scientific evidence supports the need for society to re-examine the way it thinks about the circumstances and experiences to which young children are exposed.
Media Permainan Matematika untuk Meningkatkan Minat Belajar Anak Usia 5-6 Tahun Farah Ayu Maulidina; Sukiman Sukiman
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4410

Abstract

This research aims to develop math game media suitable for children aged 5-6 years and to see their learning interest in math material. This research is a qualitative research with the ADDIE model development method. This research will only be conducted up to the product trial stage (limited trial) in the PAUD unit where the research is conducted, so the results obtained are still in the form of a prototype model. Based on the validation results from two material experts, the overall percentage of material feasibility in the game media is 89.84% with a very feasible category to use. While the results of validation from media experts, the overall percentage of media feasibility in game media is 93.18% so that the game media developed is very feasible to use. After the game media developed was deemed suitable for use, researchers began conducting limited trials with two classes of fifteen children each from group B at KB Mutiara Serat Bangsa. The total percentage of children's learning interest in class B1 obtained was 80.21% with a very interesting category and 75.42% in class B2 with an interesting category. So it can be concluded that the use of math game media developed in the limited trial stage is able to attract children's learning interest in math material. Digital games succeeded in increasing children's interest and enthusiasm in learning while helping them understand the subject matter better. Incorporating interactive games into early childhood education is a great way to create a learning environment that stimulates and encourages children's overall development.