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MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH ANAK USIA DINI MELALUI PEMANFAATAN TEKNOLOGI PERMAINAN PUZZLE GAME DI TK MAKARTI PKO SELUMA Mugi Rahayu; Vivi Anggraini; Dadan Suryana; Setiyo Utoyo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.16207

Abstract

Problem-solving ability is one of the fundamental cognitive competencies that must be developed from an early age, because it is the basis for children's success in facing challenges in subsequent stages of education. This study aims to improve the problem-solving abilities of early childhood through the use of puzzle game technology. The study was conducted from April to May 2026 using the Classroom Action Research (CAR) method of the Kemmis and McTaggart model consisting of two cycles. Each cycle includes the stages of planning, implementation, observation, and reflection. The research subjects were 14 children in group B aged 5–6 years. The data collection instrument used an observation sheet that refers to the four indicators of problem-solving according to Polya, namely understanding the problem, making a plan, implementing the plan, and re-examining. Data were analyzed descriptively quantitatively and supported by paired sample t-tests. The results of the study showed a significant increase in each cycle. In the pre-action, the average score of children's problem-solving abilities was 52% (Starting to Develop). After being given intervention in cycle I, the average score increased to 74% (Developing as Expected), and in cycle II it increased to 89% (Developing Very Well). The highest improvements occurred in the indicators of implementing plans (from 55% to 91%) and understanding problems (from 45% to 85%). The results of the paired sample t-test showed a calculated t value of 6.847 > t table = 2.080, indicating a significant difference between children's problem-solving abilities before and after treatment. The conclusion of this study is that the use of puzzle game technology is effective in improving the problem-solving abilities of early childhood children at Makarti Kindergarten, PKO Seluma.
UPAYA PENINGKATAN PENGEMBANGAN BAHASA METODE FIELD TRIP KUNJUNGAN KE SAWAH Ili Suharti; Vivi Anggraini; Dadan Suryana; Setiyo Utoyo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.16208

Abstract

This research is motivated by the low language development of children aged 5–6 years at Hawari Islamic Kindergarten, Tanjung Ganti I Village, Kaur Regency. Based on initial observations, most children still experience difficulties in constructing descriptive sentences, expressing ideas or opinions, answering simple questions, demonstrating courage to speak, and retelling experiences orally. This study aims to improve the language development of children aged 5–6 years through a field trip to a rice field. This study used the Classroom Action Research (CAR) method with the Kemmis and McTaggart model, implemented in two cycles, including planning, implementation, observation, and reflection. The study subjects were 10 children in Group B at Hawari Islamic Kindergarten, Tanjung Ganti I Village, Kelam Tengah District, Kaur Regency in 2026. Data collection techniques were carried out through observation and documentation. Data were analyzed using quantitative descriptive techniques by calculating the percentage of achievement of children's language development indicators. The results of the study showed that the average child's language development increased in each cycle, from 22% in the pre-cycle, to 48% in Cycle I, and reaching 80% in Cycle II. Improvements occurred in the ability to construct descriptive sentences, express ideas or opinions, answer simple questions, speak confidently, and tell stories. Thus, the field trip method to the rice fields has proven effective in improving the language development of children aged 5–6 years at Hawari Islamic Kindergarten, Tanjung Ganti I Village, Kaur Regency.
PENGARUH PENGGUNAAN YOUTUBE KIDS TERHADAP KEMAMPUAN BERCERITA ANAK USIA DINI DI TAMAN KANAK-KANAK HANGTUAH PADANG Yuni Lestari; Setiyo Utoyo; Asdi Wirman; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17692

Abstract

Storytelling ability is a crucial aspect of early childhood language development. However, storytelling skills among children at HangTuah Padang Kindergarten remain low. This study aimed to analyze the impact of using YouTube Kids on the storytelling abilities of young children at HangTuah Padang Kindergarten. A quantitative research method was employed using a quasi-experimental design with a pretest-posttest control group format. The study sample consisted of 20 children from Group B, divided into an experimental class and a control class. Data collection was conducted through observation using a storytelling ability checklist that had undergone validity and reliability testing. The results showed a greater improvement in storytelling ability in the experimental class (mean increase from 7.8 to 17) compared to the control class (7.0 to 14.6), with a significance value of 0.037 < 0.05. Thus, the use of YouTube Kids has a significant influence on enhancing the storytelling abilities of young children.
PENGARUH MEDIA AUGMENTED REALITY BERBASIS ASSEMBLR STUDIO TERHADAP KEMAMPUAN GEOMETRI KELOMPOK B DI TAMAN KANAK-KANAK KEMALA BHAYANGKARI 03 Ummul Khairunisa; Setiyo Utoyo; Yaswinda; Tisna Syafnita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17764

Abstract

Geometry ability is one aspect of cognitive development that needs to be developed from an early age because it plays a role in forming logical thinking, visual spatial and problem solving abilities. The results of observations at Kemala Bhayangkari 03 Kindergarten, Padang City showed that the geometry ability of group B children has not yet developed optimally. This is caused by the use of learning media that is still conventional so that children have not received concrete and interactive learning experiences. This study aims to determine the effect of the use of Augmented Reality media based on Assemblr Studio on the geometry ability of group B children at Kemala Bhayangkari 03 Kindergarten, Padang City. This study used a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The research sample consisted of 30 children consisting of 15 children in the experimental class and 15 children in the control class. Data were collected through geometry ability tests, then analyzed using normality tests, homogeneity tests and Independent Sample t-tests. The results of the study showed that there was a significant influence of the use of Assemblr Studio-based Augmented Reality media on children's geometric abilities with a significance value (Sig.2-tailed) of 0.001 <0.05. Thus, Assemblr Studio-based Augmented Reality media was effective in improving the geometric abilities of children in group B.
PENGARUH PERMAINAN ULAR TANGGA DIGITAL TERHADAP KEMAMPUAN NUMERASI ANAK USIA 5-6 TAHUN DITAMAN KANAK-KANAK Rahma Fadilla; Yaswinda; Setiyo Utoyo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17775

Abstract

This study is motivated by the importance of early numeracy skills for children aged 5-6 years and the need for interactive, technology-based learning media to stimulate cognitive development in mathematics. The objective of this study was to determine the effect of the digital snakes and ladders game on early numeracy skills at TK Negeri 1 Padang. This study used a quantitative approach with a quasi-experimental design. The research sample consisted of two classes, class B3 as the experimental group and class B2 as the control group, each consisting of 15 children. The experimental group received learning activities using the digital snakes and ladders game via a Smart Board, while the control group used a conventional paper snakes and ladders game. Data were collected through a pre-test and post-test checklist observation instrument and analyzed using normality, homogeneity, and hypothesis testing (Independent Samples T-Test) with SPSS Version 27. The results showed that the average pre-test score of the experimental class was 20.60 and increased to 32.33 in the post-test, while the control class increased from an average of 19.80 to 24.13. Based on the hypothesis test, the Sig. (2-tailed) value was ¡0.001 (p ¡ 0.05), indicating that Ha is accepted and Ho is rejected. It can be concluded that there is a significant effect of using the digital snakes and ladders game on the early numeracy skills of children at TK Negeri 1Padang.
HUBUNGAN TINGKAT PENDIDIKAN ORANG TUA DENGAN PERSEPSI PEMBELAJARAN CALISTUNG DI TAMAN KANAK-KANAK SE-KECAMATAN PADANG UTARA KOTA PADANG Wahyu Dwi Rahma; Yaswinda; Dadan Suryana; Setiyo Utoyo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.18310

Abstract

Learning to read, write, and count (calistung) in kindergarten remains a topic that raises various perceptions among parents. Parents' education level is presumed to be one of the factors influencing this perception. This study aimed to determine the relationship between parents' education level and their perception of calistung learning in kindergartens in North Padang Subdistrict, Padang City. This quantitative correlational study involved 90 parents selected through cluster random sampling from a population of 866 parents across 24 kindergartens. Data were collected using a questionnaire and analyzed using descriptive and inferential statistics. Because the data on parents' perception were not normally distributed (Kolmogorov-Smirnov, Sig. = 0.000 < 0.05), hypothesis testing was conducted using Spearman Rank correlation. The results showed a correlation coefficient of 0.075 with a significance value of 0.480 (p > 0.05), indicating a positive but very weak and statistically non-significant relationship between parents' education level and their perception of calistung learning. Therefore, the research hypothesis was rejected. Additional descriptive findings showed that parents' positive attitudes and participation in school activities were consistently high across all education levels. These findings suggest that parents' perception of calistung learning is shaped more by attitude and engagement than by formal education level alone.
PENGARUH KEGIATAN FINGER PAINTING INTERAKTIF TERHADAP KEMAMPUAN MENGENAL WARNA PADA ANAK USAI 5-6 TAHUN Zahara Anggraini; Farida Mayar; Setiyo Utoyo; Mutia Afnida
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.16099

Abstract

Color recognition ability is an important aspect of cognitive development that should be stimulated in early childhood. Based on observations conducted at Iqra’ Kindergarten, Padang City, the color recognition ability of children aged 5–6 years had not developed optimally. This study aimed to determine the effect of interactive finger painting activities on the color recognition ability of children aged 5–6 years. The study employed a quantitative approach using a quasi-experimental method with a nonequivalent control group design. The sample consisted of 20 children, including 10 children in the experimental class and 10 children in the control class. Data were collected through observation and analyzed using the Independent Sample t-test. The results showed that the mean score of color recognition ability in the experimental class increased from 12.0 to 15.6, while the control class increased from 10.3 to 12.2. The hypothesis test yielded a Sig. (2-tailed) value of 0.037 < 0.05. Therefore, interactive finger painting activities have a significant effect on improving the color recognition ability of children aged 5–6 years.
Co-Authors Afrida Yenti Salim Agus Ato Amini Nur, Nabila An Nisa Fitri Mardhotillah Andella, Liza Andrea, Lora Anggraini, Vivi Anisa Julita Fitri Anjelia, Revina Apriyanto A.J. Pauweni Ardila, Ratna Vinky Asdi Wirman Astri Purwanti Asyifa Maharani Aulia Rahma Auliza, Della Awlia Ramadhani Bella, Maysin Laudia Bunga Khairania Amara Cindy Cendriani Balowa Dadan Suryana Delfi Eliza Delfi Yajuantari Desnita, Roza Dila Febriza Dini Englasari Edila Abdul, Velly Sena Elsa Yolanda Elsuprianis, Elsuprianis Evita Paputungan Fadhilah, Amalia Farida Mayar Fauzani Imelya, Dinny fitriyani lie Ganti Ritauli Sianturi Grahitta Ainun Rizky Hajira Burui Harihanti, Desi Icam Sutisna Ili Suharti Iman Cahyadi, Agung Indah Annisa Rahmi Indra Yeni Indra Yeni Irvin Novita Arifin Ismaniar Ismaniar Isti Hidayati Karim, Ainun Ketut Mindi Khairina Mangge Khofifah Apriani Lanter, Nurwan Lilis Sumanti Lola Anjela mahariansyah, nursal Mamonto, Muzdalifa Maulana, Bintang Maya Sari, Dian Mega Rani Melisa Alya Safitri Mely Jumita Gultom Mita Sari Mohamad Zubaidi Mugi Rahayu Muhammad Bintang Purnadytia Muhammad Teguh Muhammad Zacky Alconnery Munira Abdul Rauf Muthiya Sani, Dita Mutia Afnida Mutia Wulandari Muzdalifa Mamonto Nabila Amini Nur Natasa Salsa Bila Nengsih Surya Putri Nenny Mahyuddin Ningsih, Naia Oktavia Niva Sahada Ni’ma Ni’ma Novelika, Sherly Novita Mahmud Nugroho, Fahri Nunung Suryana Jamin Nur Hazizah Nurdiyah Permata Sari Nurdiyah Sari Nurhafizah Nurhafizah Nurhafizah Nuria, Anniska Nurrohmah, Aliza Mei Nurul Huda Nurvika Wahyuni S Padodo Oktaviani Wahyudianti Ozza fahmi Ozza fahmi Podungge, Hajira Puji Astuti, Endah PUPUNG PUSPA ARDINI Putri, Elsy Assari Putri, Stefany Yunita Rahma Fadilla Rahma Yunita, Rahma Rakimahwati Rakimahwati Ramadhan, Salsabila Ramadhani Fitri Ramita Ramita Ramita, Ramita Rapi Us. Djuko Ratih Meyrani Putri Raxel Julian Putra Regista Vallen Reni Supitno Reyza Mutia Adha Rismareni Pransiska Sara Mawaddah Sari, Resti Elma Septia Landa, Klara Serli Marlina Serli Marlina Shelvira Amanda Putri Shintia Afrina Sihombing, Sri Cahaya Siti Aisyah Siti Nurbadrin Sitti Rahmatia Pakabu Sonita, Sandra Soultan Rafif Nadhim Sri Andra R. Sunani Sri Rahayu R, Ratif Sri Rawanti Sri Wahyuningsi Laiya Suryani, Ni Putu Lilis Syahra Savira Mokodompit Syampulma, Hilmainur Tasya Nazwa Nafisa Taufik Hidayat Tisna Syafnita Tisna Syanita Ulfa, inang Namora Ummul Khairunisa Usnia, Usnia Vanesya Ezia Fitri Wahyu Dwi Rahma Waode Eti Hardiyanti Wati, Nenen Welman Saputra Windi Pebrianti Yaswinda Yaswinda Yenti Juniarti Yesi Susanti Yuni Lestari Yusup , Saskiawati Zahara Anggraini Zahra Gustiani Putri Zifra Temi Zulminiati Zulminiati