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Penerapan Game Wordwall untuk Menstimulasi Bahasa Reseptif Anak Usia Dini di TK Al Azhar Jambi Novriyanti, Intan; Chairani, Intan; Sherly Utami, Winda; Hasni, Uswatul; Fikri Rosyadi, Akhmad
Al Fitrah: Journal Of Early Childhood Islamic Education Vol 9, No 1 (2026): Early Childhood Islamic Education
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ja.v9i1.11054

Abstract

Early childhood education plays an important role in supporting children’s development, particularly receptive language skills. Observations at TK Al Azhar Jambi indicated that some children aged 4–5 years still experienced difficulties in actively listening and understanding teachers’ instructions. This study aimed to describe the implementation of Wordwall games in stimulating receptive language development in early childhood at TK Al Azhar Jambi. This research employed a qualitative descriptive method with 11 children aged 4–5 years as research subjects. Data were collected through observation, interviews, and documentation, and analyzed using the interactive model of Miles and Huberman. The results showed that Wordwall games improved children’s receptive language skills, indicated by increased listening focus, the ability to understand two simple instructions simultaneously, and the ability to repeat vocabulary during learning activities. Therefore, Wordwall games can be used as an effective learning medium to stimulate receptive language development in early childhood.
QREATIF. ID: GAME DIGITAL INTERAKTIF UNTUK MENSTIMULASI KEMAMPUAN KEAKSARAAN ANAK USIA 5-6 TAHUN Afriani, Wilda; Sherly Utami, Winda; Hasni, Uswatul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48413

Abstract

This research is motivated by the results of observations of researchers in the field which show that children's literacy skills still have problems, including some children who have difficulty in distinguishing several letters such as b and d. This study aims to determine the effect of the use of interactive digital games qreatif.id on the literacy skills of children aged 5- 6 years at Mutiara Kindergarten, the capital of Jambi. This study uses an experimental method that uses a Pre-Experimental design with a One Group Pretest-Posttest Design. The sample in this study was 11 children in group B2. The sample data collection technique used simple random sampling. In this study, an observation sheet was used as a research instrument that had been validated. The analysis technique used in this study was using a normality test, a homogeneity test and a hypothesis test using a paired sample test. The results of data analysis using a paired sample t-test hypothesis test obtained a calculated t value > t table, 28.572 > 2.228, so Ho was rejected and Ha was accepted. It can be concluded that there is a significant influence between the use of the interactive digital game qreatif.id on the literacy skills of children aged 5-6 years at Mutiara Kindergarten, Jambi Capital City, in the pre-test and post-test data.
Persepsi Guru Mengenai Penggunaan Smartboard sebagai Media Pembelajaran untuk Meningkatkan Keterlibatan belajar dalam Aspek Sosial-Emosional AUD Salsabila, Dara suci; Arifani, Rania; Agustira, Dianika; Setiawati, Nursela; Zai, Dekristiani; Suaida; Surya Amanda, Rizki; Sherly Utami, Winda
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13225

Abstract

Penelitian ini bertujuan untuk menganalisis perspektif guru terhadap penggunaan smartboard sebagai media pembelajaran dalam meningkatkan keterlibatan belajar untuk perkembangan sosial-emosional anak usia dini. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan subjek empat orang guru di TK Harapan Bunda Aurduri. Data dikumpulkan melalui wawancara mendalam dan dianalisis melalui tahapan reduksi data, penyajian data, serta penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penggunaan smartboard mampu meningkatkan keterlibatan belajar anak yang ditandai dengan meningkatnya antusiasme, keaktifan, dan partisipasi dalam kegiatan pembelajaran. Selain itu, media ini juga berkontribusi dalam mengembangkan aspek sosial dan emosional anak, seperti kemampuan komunikasi, kerja sama, rasa percaya diri, serta menciptakan suasana belajar yang menyenangkan dan interaktif. Dengan demikian, smartboard dapat menjadi media pembelajaran yang efektif dan inovatif dalam mendukung keterlibatan belajar serta perkembangan sosial-emosional anak usia dini.
PENGARUH MEDIA PUZZLE DIGITAL TERHADAP KEMAMPUAN VISUAL SPASIAL ANAK USIA 5-6 TAHUN DI TK PERMATA INSANI ISLAMIC SCHOOL KOTA JAMBI Salsabilla, Ririn; Muazzomi, Nyimas; Sherly Utami, Winda
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 02, Juni 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13327

Abstract

This study was motivated by observations indicating problems in children’s visual-spatial abilities. Out of 10 children in group B3, 8 were found to have low visual-spatial skills, which may hinder their future development. The purpose of this study was to determine the effect of digital puzzle media on the visual-spatial abilities of children aged 5–6 years at TK Permata Insani Islamic School, Jambi City. The research used a pre-experimental method with a one group pretest-posttest design. The sample consisted of 10 children selected through simple random sampling from a population of 33 children. Data were collected through observation and documentation using validated instruments, and analyzed using normality, homogeneity, and paired samples t-test. The results showed a significance value of 0.000 < 0.05, indicating that digital puzzle media had a positive effect on children’s visual-spatial abilities. The effect size was 6.33, categorized as a very strong effect. Therefore, digital puzzle media is effective in improving the visual-spatial abilities of children aged 5–6 years.