Kriesye S., Maria Josephine
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Pengaruh Permainan Kosakata Bahasa Inggris Melalui Digital Smart Board For Kids Terhadap Perkembangan Bahasa Anak Usia 5-6 Tahun di Era Merdeka Belajar Anggraini, Kristin; Kriesye S., Maria Josephine; Mindari, Ruruh
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2022: SPECIAL EDITION: LALONGET III
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.7615

Abstract

This research will use the Digital Smart Board for Kids game as a means of learning English vocabulary for young children. This study uses a type of quantitative research using a pre-experimental design with one group pretest-posttest. The research subjects in this study were 15 children aged 5-6 years. The selection of subjects takes into account the application of foreign languages, especially English in teaching and learning activities in kindergarten. Data collection techniques using observation and documentation. To draw conclusions from the research results, a hypothesis test was carried out using the t-test. Before conducting the t-test, the normality test and homogeneity test were first carried out on the research results. Where the alpha value is more than 0.05, the data is considered good and reliable. Hypothesis testing was carried out to determine the effect of English vocabulary games through the Digital Smart Board for Kids on the language development of children aged 5-6 years in the independent learning era. This Digital Smart Board game for kids can be played by all children, so that development in the classroom becomes more applicable, contextual and interesting. In conclusion, the Digital Smart Board game for kids can be used to develop children's language development properly, especially in terms of understanding, remembering and pronouncing/imitating English vocabulary in children aged 5-6 years in the era of independent learning.
Pengaruh Media “Touch and Talk” terhadap Kemampuan Berbahasa Inggris Anak Usia 4-5 Tahun Anggraini, Kristin; Kriesye S., Maria Josephine; Haryanto, Jessica Febrina
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 6 (2025): In Progress
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i6.7535

Abstract

Penelitian ini bertujuan menganalisis pengaruh penggunaan media “Touch and Talk” terhadap kemampuan berbahasa Inggris anak usia 4-5 tahun. Media ini merupakan media berbasis AI (Artificial Intelegent) yang dapat digunakan meningkatkan kemampuan berbahasa Inggris anak. Mengingat pentingnya penguasaan kemampuan berbahasa Inggris bagi anak usia dini maka peneliti melakukan penelitian yang berfokus pada media “Touch and Talk”. Pada penelitian ini, peneliti menggunakan metode Quasi Experimental Design dengan desain eksperimen Noneequivalent Control Group Design. Adapun subjek penelitian terdiri dari 33 anak yang dibagi menjadi dua kelompok yaitu, kelompok eksperimen dan kelompok kontrol. Dalam analisis data, metode yang digunakan meliputi uji normalitas, uji homogenitas, dan pengujian hipotesis. Hasil uji t menunjukkan bahwa media “Touch and Talk” mampu meningkatkan kemampuan berbahasa Inggris anak (p = 9,71 < 0.05). Dengan demikian menunjukkan bahwa media “Touch and Talk” secara signifikan mampu meningkatkan kemampuan berbahasa Inggris anak dan dapat digunakan sebagai media edukatif dalam pengembangan aspek perkembangan bahasa anak terutama kemampuan berbahasa Inggris di PAUD.