Nur Fitriya Zulkarnain
Universitas Islam Negeri Fatmawati Sukarno Bengkulu

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Sumber Belajar dan Alat Permainan Edukatif untuk Anak Usia Dini HM. Nasron HK; Jazila Anaka Putri; Elvis Winda; Nur Fitriya Zulkarnain
Bouseik: Jurnal Pendidikan Islam Anak Usia Dini Vol 1 No 1 (2023): Mei
Publisher : STAI Bumi Silampari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37092/bouseik.v1i1.551

Abstract

As a result of studying various materials, learning is a process or endeavor that each individual undertakes to bring about behavioral changes, whether in the form of knowledge, skills, attitudes, or positive values. To make the learning process enjoyable for children, a variety of learning resources and engaging educational activities are required. In early childhood, the goal of learning resources and educational game tools is to facilitate the implementation of engaging, focused, and high-quality learning activities for children. The availability of learning resources and educational game tools is crucial because it encourages children's enthusiasm, motivation, and interest in learning and exploring diverse information sources freely and in accordance with their interests. The method employed is a library research method or strategy, and data collection is conducted by studying and exploring a number of periodicals, books, and documents (both print and electronic), as well as other data and/or information sources regarded relevant to the research. Study. Parents and educators must utilize developmentally appropriate learning resources and educational play tools to leverage the potential of early childhood (AUD), according to the findings of this study.
Dampak Serta Efektifitas Pembelajaran Edutainment Anak Usia Dini di Lab School Audifa Zulkarnain, Nur Fitriya; Mumtadzah, Ardhe Rizka; Asiyah, Asiyah
Bouseik: Jurnal Pendidikan Islam Anak Usia Dini Vol 1 No 2 (2023): November
Publisher : STAI Bumi Silampari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37092/bouseik.v1i2.648

Abstract

Early childhood edutainment learning has emerged as a promising pedagogical approach that integrates education and entertainment to promote holistic development in young children. This study explores the impact and effectiveness of early childhood edutainment learning at the Audifa Lab School, a leading early childhood education institution in Indonesia. The study employed a mixed-methods approach, combining quantitative and qualitative data collection methods, to comprehensively assess the outcomes of the school's edutainment-based curriculum. Quantitative data were collected through standardized assessments of children's cognitive, social, and emotional development. These assessments revealed significant improvements in children's language skills, literacy development, numeracy skills, problem-solving abilities, and creativity. Moreover, children demonstrated enhanced social-emotional development, exhibiting greater self-regulation, empathy, and cooperation. Qualitative data were gathered through observations of classroom interactions, teacher interviews, and parent surveys. These findings provided rich insights into the implementation of edutainment activities and the positive impact they had on children's engagement, motivation, and overall learning experience. Teachers reported that edutainment approaches fostered a joyful and stimulating learning environment, leading to increased participation, curiosity, and a love of learning among children. Parents expressed satisfaction with the school's edutainment-based curriculum, noting their children's positive academic progress, social growth, and overall well-being.The study's findings underscore the effectiveness of early childhood edutainment learning in promoting holistic child development. The Audifa Lab School's success in implementing edutainment approaches provides a valuable model for other early childhood education settings. The study concludes by recommending strategies for effective implementation of edutainment programs, emphasizing the importance of age-appropriateness, individualization, and the integration of multiple learning modalities.
Development of Digital Puzzle Game-Based Learning Media to Improve Linguistic Intelligence in Early Childhood Nur Fitriya Zulkarnain; Eva Selva Nirwana
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.6024

Abstract

Linguistic intelligence is crucial for children's early communication skills, enabling them to effectively understand and express thoughts, feelings, and needs. Digital games, accessible via Android and web platforms, offer an engaging way for children to enhance their linguistic abilities. This study aims to develop and evaluate digital puzzle game-based learning media to improve linguistic intelligence in young children. This research follows a Research and Development (RD) approach using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation. The study involved 15 children as experiment participants, two lecturers as validators, one teacher as an effectiveness tester, and the researcher. Instruments used include expert validation sheets, questionnaires, and practicality test sheets. The developed digital puzzle game-based learning media was validated by experts, achieving 100% validity from material experts and 97.92% from media experts, indicating a "very valid" rating. In terms of practicality, the teacher’s response yielded a score of 92.59%, categorizing it as "very practical." Effectiveness testing resulted in a score of 4.2 on a scale of 3.6–4.5, demonstrating its effectiveness in improving linguistic intelligence. The findings suggest that the digital puzzle game is a valid, practical, and effective learning tool for enhancing linguistic intelligence in young children. Future research could explore broader sample sizes and long-term impacts on language development.