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Integrating augmented reality storytelling into early childhood mathematics: design, validation, and effectiveness of a marker based interactive e-book Sihombing, Sri Cahaya; Utoyo, Setiyo; Rakimahwati; Mahyuddin, Nenny
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 1 (2026): Al-Jabar : Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v17i1.30287

Abstract

Purpose: This study aimed to develop and evaluate an Augmented Reality (AR) marker based interactive picture story e-book designed to enhance early childhood mathematical abilities. Method: A Research and Development (R&D) approach was employed using the ADDIE model, encompassing the stages of analysis, design, development, implementation, and evaluation. The study involved 28 children aged 5 6 years. The development process began with a needs analysis to identify gaps in existing instructional practices. The e-book incorporated key mathematical domains, including number concepts, patterns, geometry, measurement, and simple data representation, supported by AR visualization and interactive activities. Content validity was assessed by media, material, and early childhood mathematics experts. Practicality was examined through small and large group trials, while effectiveness was measured using a one-group pretest posttest design analyzed with the Wilcoxon Signed Ranks Test and N-gain score calculation. Findings: The needs analysis revealed a high demand for interactive digital mathematics media (89.8%). Expert validation indicated high validity levels, and practicality testing demonstrated strong usability. Statistical analysis showed a significant improvement in children’s mathematical abilities (p < .05), with a high N-gain score (0.70). Significance: The findings suggest that AR integrated storytelling provides an effective and engaging approach to strengthening early mathematical competencies within technology-enhanced learning environments.
Effects of the RADEC learning model and cultural integration on early childhood mathematics achievement Putri, Elsy Assari; Rakimahwati; Utoyo, Setiyo; Mahyuddin, Nenny
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 1 (2026): Al-Jabar : Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v17i1.30290

Abstract

Purpose: This study aims to examine the effects of the RADEC (Read, Answer, Discuss, Explain, and Create) learning model and local cultural integration on early childhood mathematical development. The research specifically analyzes the independent and interaction effects of instructional model and cultural context on children’s mathematical performance. Method: A quantitative approach was employed using a 2×2 factorial experimental design. The participants consisted of 52 kindergarten children divided into four groups: RADEC with cultural integration, RADEC without cultural integration, conventional learning with cultural integration, and conventional learning without cultural integration. The cultural component incorporated elements of Minangkabau traditions into mathematics learning activities. Children’s mathematical abilities were assessed using a validated instrument covering numbers, classification, measurement, sequencing, geometry, and patterns. The data were analyzed using Two-Way Analysis of Variance (ANOVA) at a 0.05 level of significance. Findings: The results revealed significant main effects of both the RADEC learning model and local cultural integration on children’s mathematical development (p < .05). Learners exposed to RADEC-based instruction achieved higher mathematical performance compared to those receiving conventional instruction. Similarly, integrating cultural contexts significantly enhanced children’s conceptual understanding. However, no statistically significant interaction effect was found between the learning model and cultural integration. Significance: The findings provide empirical support for the role of structured constructivist pedagogy and culturally responsive instruction in early childhood mathematics education, offering practical implications for designing meaningful and context-based learning experiences.
PENGARUH MEDIA MONTESSORI COUNTING BOARD INTERAKTIF TERHADAP KEMAMPUAN BERHITUNG ANAK DI TAMAN KANAK-KANAK SYUKRA CENDEKIA MADANI Reyza Mutia Adha; Setiyo Utoyo; Indra Yeni; Tisna Syanita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11558

Abstract

This research is motivated by the persistent lack of numeracy skills and low interest in numeracy learning among children. The interactive Montessori counting board is an effective and engaging medium for numeracy learning. This study aims to determine the effect of the interactive Montessori counting board on numeracy skills in children at Syukra Cendekia Madani Kindergarten.This research approach uses a quantitative method with a quasi-experimental approach. The study involved children at Syukra Cendekia Madani Kindergarten. Purposive sampling was used. Class B1 served as the experimental class and Class B2 as the control class, with 10 children in each class. Data collection used a nine-item test, and data analysis used to compare the differences between the two mean scores, leading to a T-test. Data processing used SPPS version 31 for Windows. Based on the post-test hypothesis test, the sig value (2-tailed) was 0.001 < 0.05. This means there is a significant difference between the interactive Montessori counting board and the teacher's treatment on children's counting skills. It can be concluded that the interactive Montessori counting board has an effect on children's counting skills.
PENGARUH PENGGUNAAN VIDEO ANIMASI DUA DIMENSI TERHADAP KEMAMPUAN MENGENAL ANGKA PADA ANAK USIA DINI DI TK AISYIYAH 14 PADANG Auliza, Della; Rakimahwati; Utoyo, Setiyo; Syafnita, Tisna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47078

Abstract

This study is motivated by the low ability of early childhood students in recognizing numbers at TK Aisyiyah 14 Padang, as indicated by many children who are not yet able to mention, identify, and match number symbols with the correct quantity of objects. This problem is caused by the limited use of learning media, which tends to be less attractive, making children easily bored and less actively involved in the learning process. Therefore, this study aims to determine the effect of using two-dimensional animated videos on children's ability to recognize numbers. This study employed a quantitative method with an experimental design using pre-test and post-test in both experimental and control groups. The results showed that there was a significant improvement in the number recognition ability of children in the experimental class after being given treatment using two-dimensional animated videos compared to the control class that used conventional methods. Thus, it can be concluded that the use of two-dimensional animated videos has a significant effect on improving early childhood number recognition ability at TK Aisyiyah 14 Padang.
Development of Virtual Reality Media with a Deep Learning Approach to Improve Early Childhood Science Literacy Skills Siti Aisyah; Delfi Eliza; Yaswinda; Setiyo Utoyo
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14404

Abstract

This study aims to develop Virtual Reality (VR)-based learning media integrated with a deep learning approach to improve early childhood science literacy skills. The research employed a Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The study was conducted at Bunda Musnidar Kindergarten, Padang, involving children aged 5–6 years. Data were collected through observations, interviews, questionnaires, and science literacy tests, and analyzed using validity, practicality, and effectiveness tests, including N-Gain and paired sample t-test analysis. The results indicate that the developed VR media achieved a media validity score of 91.25% and material validity of 95%, both categorized as very valid. The practicality test showed a score of 94.44%, indicating that the media is highly practical for classroom use. Furthermore, the effectiveness test revealed an N-Gain score of 0.78 (high category), supported by a significant difference between pre-test and post-test results. These findings demonstrate that VR-based learning media integrated with a deep learning approach effectively enhances early childhood science literacy. The study concludes that immersive and meaningful learning experiences facilitated through VR significantly support children’s ability to observe, explore, and understand scientific concepts in real-life contexts.
The Effect of Project-Based Learning on Children's Mathematical Ability and Social Skills in Kindergarten Yesi Susanti; Nurhafizah; Setiyo Utoyo; Serli Marlina
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14446

Abstract

This study aims to analyze the effect of Project-Based Learning (PjBL) on improving early childhood mathematical abilities and social skills among children aged 5–6 years. The research employed a quantitative approach using a quasi-experimental design with a non-equivalent control group pretest–posttest design. The sample consisted of 74 kindergarten students divided into experimental and control groups. Data were collected through performance tests to assess mathematical abilities and observation sheets to measure social skills. Data analysis was conducted using the non-parametric Wilcoxon test. The results indicate a significant improvement in the experimental group compared to the control group. The average mathematical ability score increased from 12.54 (pretest) to 27.35 (posttest), with the highest N-Gain (0.87) observed in the counting indicator. Similarly, social skills improved from an average score of 1.24 to 2.79, with the highest N-Gain (0.92) in communication aspects. Statistical analysis revealed a significance value of p < 0.001, indicating that the implementation of PjBL had a statistically significant effect. These findings suggest that PjBL facilitates meaningful and contextual learning experiences, enabling children to construct mathematical understanding through concrete activities while simultaneously enhancing social interaction through collaborative tasks. In conclusion, Project-Based Learning is an effective and developmentally appropriate approach for improving both mathematical abilities and social skills in early childhood education settings.  
Development of Story Jumper-Based Interactive Illustrated Storybooks to Improve Kindergarten Children’s Science Skills Lilis Sumanti; Yaswinda Yaswinda; Setiyo Utoyo; Nurhafizah Nurhafizah
Jurnal Penelitian Pendidikan IPA Vol 12 No 5 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i5.14503

Abstract

The limited availability of interactive learning media has contributed to the low development of early childhood science skills in kindergarten learning. This study aimed to develop and evaluate an interactive illustrated storybook based on the Story Jumper platform to improve science skills among children aged 5–6 years. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The study involved two expert validators, one media expert and one material expert, while the field testing was conducted with 20 kindergarten children in Group B at TK Negeri Pembina Ranah Batahan, West Pasaman, Indonesia. Data were collected through validation sheets, practicality questionnaires, observation sheets, and pretest–posttest assessments. The findings indicated that the developed media achieved a very valid category, with validation scores of 91.6% from material experts and 88.8% from media experts. The practicality assessment by teachers reached 94.44%, indicating that the media was highly practical and easy to implement in classroom activities. Furthermore, the effectiveness test showed an increase in children’s science skills, reflected by an N-Gain score of 0.6656 in the moderate-to-high category. The study demonstrates that the Story Jumper–based illustrated storybook can serve as an innovative and effective digital learning medium to support the development of early childhood science skills through interactive and contextual learning experiences
Meningkatkan Keterampilan Sains Pada Anak Usia Dini Melalui Flipbook Berbasis Augmented Reality: Tinjauan Literatur Sistematis Asyifa Maharani; Yaswinda; Nurhafizah; Setiyo Utoyo
Jurnal Penelitian Pendidikan IPA Vol 12 No 5 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i5.14856

Abstract

The integration of digital technology in education has encouraged the development of innovative learning media, including Augmented Reality (AR)-based flipbooks in science learning. Unlike previous studies that primarily focused on student motivation and conceptual understanding, this research emphasizes the novelty of integrating AR flipbook technology specifically to develop students’ science process skills in science learning. The study aimed to examine the effectiveness of AR-based flipbooks in improving students’ science process skills and learning engagement in junior high school science classes, particularly on the topic of the human digestive system. This study employed a quasi-experimental design with a pretest-posttest control group approach. The participants consisted of 64 eighth-grade students from a junior high school, divided into an experimental group (32 students) using AR-based flipbooks and a control group (32 students) using conventional learning media. The intervention was conducted over four weeks during science learning activities. Data were collected using science process skills tests, observation sheets, and student response questionnaires. The effectiveness of the media was analyzed using descriptive statistics, paired sample t-tests, independent sample t-tests, and effect size analysis. The results showed that the experimental group achieved a higher increase in science process skills compared to the control group. The average pretest score of the experimental group increased from 61.25 to 85.40 in the posttest, while the control group improved from 60.80 to 72.15. The N-gain score of the experimental group was 0.71 (high category), whereas the control group obtained 0.42 (moderate category). Statistical analysis revealed a significant difference between both groups (p < 0.05) with a large effect size (Cohen’s d = 0.87). Students in the experimental group also demonstrated better performance in observing, classifying, interpreting data, and communicating scientific findings. In addition, questionnaire results indicated that students showed higher motivation, active participation, and positive responses toward the use of AR-based flipbooks. In conclusion, AR-based flipbooks are effective and engaging learning media that significantly improve students’ science process skills and support active learning in science education. The integration of interactive AR features into science learning provides more meaningful and contextual learning experiences, making this media highly recommended for classroom implementation.
Pengaruh Metode Eksperimen Terhadap Kemampuan Sains Anak Usia 5-6 Tahun Di Taman Kanak-Kanak Aisyiyah 11 Kota Padang Ramita Ramita; Setiyo Utoyo
JCE (Journal of Childhood Education) Vol 7 No 2 (2023): JCE (Journal of Childhood Education) September-February
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jce.v7i2.1798

Abstract

nelitian ini dilatarbelakangi oleh kemampuan sains anak belum berkembang, seperti kemampuan mengamati, kemampuan mengklasifikasikan, kemampuan mengaplikasikan, kemampuan mengomunikasikan, dan kemampuan menyimpulkan, serta kurangnya media pembelajaran yang digunakan dalam pembelajaran sains, sehingga dengan hal tersebut mengakibatkan rendahnya minat untuk belajar sains pada anak, dan juga ditemukan bahwa metode yang digunakan kurang memberikan kesempatan kepada anak dalam mengembangkan kemampuan sainsnya. Penelitian ini bertujuan untuk mengetahui pengaruh metode eksperimen terhadap kemampuan sains anak usia 5-6 tahun di Taman Kanak-Kanak Aisyiyah 11 Kota Padang. Penelitian yang peneliti gunakan yaitu jenis penelitian kuantitatif dengan bentuk pre- experimental design yang peneliti ambil yaitu one group pretest-posttest design. Populasi yang diteliti dalam penelitian ini yaitu seluruh anak usia dini yang ada dilingkungan di Taman Kanak- kanak Aisyiyah 11 Kota Padang dengan jumlah sebagai sebanyak 72 orang, dan sampel dalam penelitian ini adalah kelas B2 yang dijadikan kelas eksperimen yang terdiri dari 9 orang perempuan dan 8 orang laki-laki. Teknik yang digunakan dalam pengumpulan data pada penelitian ini yaitu dengan menggunakan tes. Berdasarkan hasil uji normalitas pada kelas eksperimen dapat disimpulkan bahwa data di kelas eksperimen berdistribusi normal, dan berdasarkan uji homogenitas di kelas eksperimen dapat disimpulkan bahwa data yang diperoleh bersifat homogen. Kemudian pada uji hopotesis uji paired sample test diperoleh nilai Sig. (2 tailed) sebesar 0,000. Nilai tersebut < 0,05. Dengan demikian disimpulkan bahwa terdapat perbedaan yang signifikan antara rata-rata skor anak sebelum dan sesudah diberikannya perlakuan dengan metode eksperimen susu pelangi terhadap kemampuan sains anak di Taman Kanak-kanak Aisyiyah 11 Padang.
Pengaruh Permainan Ular Tangga Modifikasi Terhadap Kemampuan Higher Order Thinking Skill (Hots) Anak Taman Kanak-Kanak Pertiwi 1 Kantor Gubernur Padang Ozza fahmi; Setiyo Utoyo
JCE (Journal of Childhood Education) Vol 9 No 1 (2025): JCE (Journal of Childhood Education) Maret - Agustus 2025
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jce.v9i1.2346

Abstract

This research is motivated by the problem of unstimulated HOTS abilities of children in Pertiwi 1 Kindergarten, Padang Governor's Office.This happens because learning activities are always centered on teachers and learning activities that always use LKA every day so that children are easily bored and quickly bored because there are no interesting activities and are carried out every day in learning.This study aims to meet how much influence the modified snakes and ladders game has on children's HOTS abilities in Pertiwi 1 Kindergarten, Padang Governor's Office.The research method used is quantitative with an experimental approach in the form of a quasi-experiment.Using a research sample in group B5 consisting of 10 children in the experimental class and 10 children in the control class.Data analysis techniques used include normality tests, homogeneity tests and hypothesis tests.To test the difference in children's HOTS abilities before and after being given treatment.The results of the research data analysis, the average pre-test for the experimental class was 14 and 14.7 for the control group.While the average post-test for the experimental group was 21.4 and 19.7 for the control class.The difference shows that for the experimental class using the snakes and ladders game and the control class using flashcards are homogeneous.The results of the study can be said to be significant because the use of modified snakes and ladders games has the advantage of stimulating HOTS abilities in children.The advantage of this snakes and ladders game is that children can solve simple problems, analyze images and compare one image with another.Thus it can be concluded that there is an influence of the modified snakes and ladders game on the HOTS abilities of children at Pertiwi 1 Kindergarten, Padang Governor's Office.
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