Amelia Grasela Pasaribu
universitas negeri medan

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Impact of Gadget Use on Speech Delay: Case Study of Toddlers in Tanjung Gusta Village Amelia Grasela Pasaribu; Yusnadi; Muhammad Takwin Machmud
International Journal of Educational Practice and Policy Vol. 1 No. 2 (2023): December 2023
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/ijepp.v1i2.0237

Abstract

Gadget is a term in English, which is an electronic device that has a special purpose and function to download the latest information, various technologies and the latest features so as to make human life more practical. The purpose of this study is to analyze the effect of gadget exposure on speech delay in children under five years old. This study is a qualitative descriptive analysis research. This descriptive research aims to describe a situation or phenomena as it is. This research was conducted in Tanjung Gusta Village. The subject of this research is the parents of toddlers who experience speech delay. Data collection techniques used in the study were observation and interviews. The results of observations and interviews show that children who intensely use gadgets (experimental group) have limited verbal communication skills compared to children who minimally use gadgets (control group). Children in the experimental group tended to have delayed speech, difficulty articulating words clearly and limited age-appropriate vocabulary. They also showed difficulty in understanding and following simple commands.
Implementation of Wordwall-Based Learning in The Equivalence Program at PKBM Al Ikhram Khairunnisa Cahyani; Amelia Grasela Pasaribu; Atsylah Nadiva; Rachel Elisabet Ginting; Oktavia Margareta Silalahi; Azzahwa Lutfia Ulfah; Siti Maisaroh; Frayogi Benedict Tamba; Jubaidah Hasibuan
International Journal of Educational Practice and Policy Vol. 2 No. 2 (2024): December 2024
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/ijepp.v2i2.0249

Abstract

This study aims to implement game-based learning in the equivalency program at PKBM Al-Ikhram, focusing on the use of Wordwall game media. The research method used is descriptive qualitative through observation and interviews. The results of the study indicate that game-based learning is effective in increasing students' motivation, enthusiasm, and understanding of the material. Learning using Wordwall games not only makes the learning process more interactive and enjoyable, but also helps students improve their numeracy and literacy skills. This positive impact is seen in the increase in student learning outcomes in formative and summative tests. However, this implementation faces challenges such as limited access to technology and the need for training for students and teachers. Overall, game-based learning is a relevant and effective alternative in improving the quality of non-formal education in equivalency programs in the digital era.