Muhammad Hamdani
STKIP Hamzar

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Pengenalan Literasi Dasar Pada Anak Usia Dini Dengan Mengggunakan Kartu Belanja Muhammad Hamdani
Jurnal CARE (Children Advisory Research and Education) Vol 11, No 1 (2023): JULI
Publisher : UNIVERSITAS PGRI MADIUN

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Abstract

The purpose of this study was to determine the increase in early childhood literacy by using Shopping Cards. The method used in this study is by using a case study. Data analysis techniques using observation, interviews and documentation. Based on research data, the use of shopping cards in an effort to stimulate basic literacy skills in early childhood can increase children's basic literacy. The concept of its use applies the use of a foreign language, namely English. As well as the concept of collecting ten pieces of garbage as the child's responsibility for snacks or food consumed on that day.
Implementation Of Extracurricular Dance Art In Stimulating Children's Gross Motor Skills In The Muslim Cadani Integrated Islamic Kindergarten In The 2024/2025 Academic Year Ila Kurnia; Muhammad Hamdani; Tuti Alawiyah
JUPE : Jurnal Pendidikan Mandala Vol 10, No 3 (2025): JUPE : Jurnal Pendidikan Mandala (September)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i3.9223

Abstract

Abstract. This study aims to analyze the effect of the application of obstacle course games in increasing children's learning motivation, as well as identifying factors that support its effectiveness. which was carried out at RA Teladan Imam Syafi'i Dusun karang langu, Jalan Lading-lading kec. Tanjung, North Lombok Regency. With the number of students is 23 children consisting of 4 boys and 19 girls. The impact of this study showed a significant increase in children's learning motivation, including enthusiasm, concentration, and willingness to complete tasks. The game also helped develop social skills. The research used a qualitative approach with a case study method through observations, interviews and questionnaires of 5-6 year old learners involved in the obstacle course game. Data were analyzed descriptively to measure changes in learning motivation before and after the intervention.The results showed that the obstacle course game is effective in increasing children's learning motivation because it combines physical, mental, and collaborative elements. The implication is that this method can be integrated into active learning approaches to create a more engaging and impactful educational experience.Keywords: Obstacle course, learning motivation, children's education