Khulusinniyah Khulusinniyah, Khulusinniyah
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DEVELOPING CHILDREN'S CREATIVITY THROUGH MANUFACTURING ECOBRICS FROM INORGANIC WASTE Khulusinniyah, Khulusinniyah; Hakimah, Nur; Anam, Ahmad Choirul
Atthufulah : Jurnal Pendidikan Anak Usia Dini Vol 4 No 2 (2024): Atthufulah - April
Publisher : Program Studi Pendidikan Islam Anak Usia Dini Fakultas Tarbiyah Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/atthufulah.v4i2.5537

Abstract

Children's creativity must be encouraged from a young age in order for them to reach their full potential. There are several techniques to encourage children's creativity; one of them is to create eco-bricks. This exercise will educate youngsters how to recycle trash and create new objects based on their imaginations. The preceding research makes use of classroom action research, which is conducted in four stages: preparation, implementation, observation, and reflection. This implementation resulted in an increase in children's creativity from 40% pre-cycle to 65% in cycle one, which increased to 85% in cycle two.
The Development of Thematic Board Educational Game Tools to Train The Literacy Skills of Children 5-6 Years Old Safitri, Nita Dwi; Hasanah, Uswatun; Masruroh, Farhatin; Khulusinniyah, Khulusinniyah; Dodd, Jaime
Indonesian Journal of Early Childhood Educational Research (IJECER) Vol 1 No 2 (2022)
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/ijecer.v1i2.8156

Abstract

The absence of thematic board educational game tools motivates this research to train the literacy skills of children aged 5-6 years. This study aims to determine the development and feasibility of thematic board educational game tools to improve the literacy skills of children aged 5-6 years. The research method used is Research and Development (R&D) which adopts the Borg and Gall development stages. The results of this research and development are: 1) Development of the thematic board educational game tool through several stages, namely: a) seeing potential and problem identification b) research and data collection, c) product design e) product revision, d) validation and trial phase small scale and large scale. The results of the validation of the material experts prove 2 with a category is very feasible. The average media expert validation assessment is the very feasible category. The assessment of small class trials in the very feasible category, large-scale trials in the very feasible category. The average teacher response questionnaire is in the very feasible category.