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The Effect of Flashcard-Assisted Congklak Game Innovation on Reading Literacy of 5-6 Years Old Children: An Experimental Study Maharani, Aprilia Devita; Tasuah, Neneng
Journal of Languages and Language Teaching Vol. 13 No. 2 (2025): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v13i2.14064

Abstract

Development in reading literacy is the most important thing in the process of child development at an early age.  For this reason, there is a need for innovation in learning to improve students' reading literacy learning process. One of them is by using the traditional game media congklak. This study aims to increase the level of reading literacy learning of students at the age of 5-6 years. The approach used in this study is a quantitative approach with a Pre-Experimental Designs design where this method uses one class to be given treatment. The subjects used were all children aged 5-6 years with a total of 36 children. Data collection was carried out by researchers by means of observation, interviews, as well as documentation. Then the test carried out is by using validity test, reliability test, normality test, and N-Gain. The results showed that, with the learning media, the game of congklak can increase students' interest in learning. Not only that, but it also makes learning so varied and fun. This can provide an opportunity to develop children's literacy at an early age.
Penggunaan Media Roda Putar sebagai Alat Pemilihan Peran pada Sentra Peran di Paud Islam Hidayatullah Semarangx Ramadhanty, Dahniar; Tasuah, Neneng
PAKAR Pendidikan Vol 22 No 1 (2024): Published in January 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v22i1.452

Abstract

This study was conducted with the aim of selecting roles using the rotating wheel media game. There are children who do not want to play roles in the role center and tend to choose to play alone. The rotary wheel is a game media that can be used to support learning activities in the classroom. The rotary wheel game is used before the center play activities begin. This research method uses qualitative research with class action techniques. Researchers conducted learning using the rotary wheel media as a role selection tool at the role center of Play Group 1. The media is made manually with a variety of diverse tools and materials. The use of the rotary wheel media is by rotating the rotary wheel, then after the wheel stops the students will get a role from the media to play in the role center. Rotary wheel media has various advantages and disadvantages of its use. Based on the conclusions, there are positive changes from students after the use of the rotary wheel media takes place. After the existence of the rotary wheel media game as a role selection tool, students are very enthusiastic and willing to play roles in the role center.
The Effect Of Youtube Content Development Traditional Games In The Motor Development Of Early Children In The New Normal Era Ghossania, Nabila Ayu; Tasu'ah, Neneng
BELIA: Early Childhood Education Papers Vol 12 No 2 (2023): November 2023
Publisher : Jurusan PGPAUD FIP UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/belia.v12i2.65931

Abstract

Motor development is a continuous proces sof development and occurs significantly for bone formation, growth and development, movement of muscles and nerves according to their age range which will affect children's skills in moving. This motoric development canbe developed through play activities. The purpose of this research is to find out the development of You Tube content for traditional games in the motor development of early childhood in the new normal era at TPQ Baiturrahman Jatisari. The method used is an experimental research method. The experimental design uses aquasi-experimental design.The instruments used include observation sheets, pre-test and post-test. Data analysis by grouping data based on variables and types of respondents, tabulating data based on variables from all respondents,then presenting data one achvariable studied, performing calculations to answer the problem formulation,then performing calculations to test the hypotheses that have been proposed.The results showed an average score of 81.60% before and after the traditional game treatment. So, it can be said that the activity of children while playing affects the motor skills of early childhood. The development of You Tube content through traditional games has an effect on the motor skills of children aged 5-6 years. This means that traditional games can be applied in schools witha level of effectiveness through consideration as an effort to improve early childhood motor skills. The N-Gain test has reached the expected indicator of 81.60%. This shows that the use of YouTube content development methods through traditional games can improve motor development in early childhood. Besides that, it can be used as an alternative teacher in an effort to introduce traditional games to early childhood.
Analysis of the Impact of Gadget Use in Terms of Figural Creativity in Children Aged 5-6 Years Sari, Gharinta Ilham Muqsitha; Tasu'ah, Neneng
BELIA: Early Childhood Education Papers Vol 12 No 1 (2023): Juni 2023
Publisher : Jurusan PGPAUD FIP UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/belia.v12i1.68151

Abstract

Kehadiran gadget yang semakin canggih sudah menjadi kebutuhan sehari-hari semua usia, dari orang dewasa bahkan anak-anak zaman sekarang sudah mampu dan memahami cara menggunakan gadget. Dalam penggunaan gadget pasti terdapat beberapa dampak yaitu salah satunya dapat meningkatkan kreativitas pada anak, akan tetapi bila anak terlalu sering hingga kecanduan bermain gadget akan mempengaruhi aktivitas atau kecerdasan anak menurun dan menjadi malas untuk melakukan segala hal dalam berpikir atau malas belajar terutama pada kecerdasan logika. Dalam penelitian ini peneliti menggunakan pendekatan kualitatif deskriptif. Teknik pengumpulan data yang digunakan peneliti, yaitu teknik wawancara, observasi dan dokumentasi. Penelitian ini bertujuan untuk mengetahui dampak penggunaan gadget ditinjau dari kreativitas figural serta untuk mengetahui apa dampak positif dan bagaimana cara mengatasi dampak negatif. Kreativitas figural adalah kemampuan untuk menghasilkan ide atau gagasan baru melalui gambar yang dibuat. Kreativitas figural ini didasarkan pada kegiatan menggambar untuk menghasilkan ide atau gagasan baru, tetapi tidak memerlukan keterampilan atau kemampuan menggambar. Proses pengerjaan gambar untuk melihat kreativitas figural yaitu peneliti mengamati proses kegiatan menggambar di kelas yang diberikan contoh oleh guru kemudian anak dapat menirukannya. Gadget dapat mendukung perkembangan kreativitas anak, terlebih kreativitas figural. Karena anak sudah mengenal dan menggunakan gadget serta banyak fitur yang beraneka ragam, gadget dianggap bisa membantu perkembangan kreativitas anak sebagai penambah pengetahuan dan sumber referensi untuk berkreasi. Berdasarkan wawancara orang tua anak usia dini di TK Aisyiyah Kauman Batang yaitu dampak dari penggunaan gadget lebih cenderung berdampak positif. Kemampuan mewarnai dan menggambar anak menjadi lebih meningkat dan bervariasi setelah menyaksikan banyak referensi yang ia dapat saat menggunakan gadget dan dapat memecahkan teka-teki tebak gambar yang merupakan salah satu permainan di gadget. Anak menjadi memiliki banyak pandangan yang semakin beragam berkat gadget dan juga internet yang ia mainkan.
The Environmental Analysis of Menara Kudus Religious Tourism in View of Religious Moral Behavior on Children Aged (5-6) Years Candra, Intan Dwi; Tasu'ah, Neneng
BELIA: Early Childhood Education Papers Vol 11 No 2 (2022): November 2022
Publisher : Jurusan PGPAUD FIP UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/belia.v11i2.68966

Abstract

Lingkungan merupakan segala sesuatu yang ada di sekitar anak. Cara dan kebiasaan anak belajar dalam lingkungan harus diperhatikan dengan baik. Salah satu hal yang dipelajari anak dalam lingkungan adalah moral. Moral adalah suatu keyakinan yang mendasari tindakan atau pemikiran yang sesuai dengan kesepakatan lingkungan tempat tinggal, serta agama menjadi pondasi atau jalan dalam menentukan arah hidupnya. Salah satu lingkungan yang dapat memengaruhi pembentukan perilaku moral agama anak yaitu lingkungan wisata religi Menara Kudus. Lingkungan yang baik akan berpengaruh baik bagi anak itu sendiri begitu juga sebaliknya. Penelitian ini bertujuan untuk menganalisis lingkungan wisata religi Menara Kudus ditinjau dari perilaku moral agama anak usia 5-6 tahun. Metode yang digunakan dalam penelitian ini adalah kualitatif dengan pendekatan deskriptif. Subjek penelitian terdiri dari 4 orang tua (Ibu), 3 guru (wali kelas), 2 tetangga atau masyarakat. Pengambilan data dilakukan melalui teknik wawancara, observasi, dan dokumentasi. Teknik analisis data dalam penelitian ini yang digunakan adalah sebagai berikut: 1) pengumpulan data 2) reduksi data 3) penyajian data 4) penarikan kesimpulan. Berdasarkan hasil penelitian dan pembahasan dapat disimpulkan bahwa dari keenam capaian perkembangan terbukti lingkungan Menara Kudus berpengaruh terhadap perkembangan perilaku moral agama anak. Lingkungan wisata religi Menara Kudus yang mencakup lingkungan tempat tinggal atau masyarakat, lingkungan keluarga dan lingkungan sekolah menunjukkan bahwa ketiga lingkungan tersebut saling berkaitan dalam membantu perkembangan moral agama anak usia 5-6 tahun di daerah tersebut. Saran dalam penelitian ini adalah (1) sebagai orang tua perlu mengajarkan kepada anak mengenalkan macam-macam agama lain (2) sebagai masyarakat sebaiknya dapat memberikan kegiatan yang khusus bagi anak di lingkungan Menara Kudus (3) bagi peneliti selanjutnya diharapkan dapat mengumpulkan data yang lebih banyak lagi mengenai penelitian skripsi ini.
Development of the SAPA JADI Sexual Education Media as a Big Board Game to Improve Knowledge on Sexual Harassment Nurhaliza, Sheila; Tasu'ah, Neneng
BELIA Early Childhood Education Papers Vol. 14 No. 2 (2025): November 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/belia.v14i2.14390

Abstract

In cases of sexual harassment that have occurred, both victims and perpetrators are not limited to adults but also include children. The existence of such acts of sexual harassment highlights the urgency of implementing child protection efforts. One preventive measure to reduce cases of sexual harassment is by increasing children's knowledge of sexual harassment from an early age. Therefore, this study aims to develop a sex education medium in the form of a board game to improve young children's understanding of sexual harassment. This medium is designed to help learners and educators comprehend three essential aspects of sex education: recognition of body parts, identification of body parts that may and may not be touched, and appropriate ways to act, react, and speak in situations with tendencies of sexual exploitation. The development method used is Research and Development (R&D), which includes the stages of identifying potential and problems, data collection, product design, design validation, design revision, limited product trials, product revision, and large-scale product testing conducted with 30 kindergarten B students at TK Al-Hikmah Krasak. The trial results show that the SAPA JADI sex education big board game has a significant impact on increasing students' knowledge regarding sexual abuse prevention