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Picture Card Game Against Development Vocabulary in Early Childhood Fitriani; Herlina; Herman; Wahira; Surya
International Journal on Education Issues Vol. 2 No. 1 (2026): JANUARY
Publisher : CV Kalimasada Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59966/pemvrw19

Abstract

Purpose – This study aims to (1) find out the description of vocabulary ability in the control group and the experimental group before and after treatment in the study of the influence of picture card games and to find out if there is a significant difference in vocabulary development in the children of the experimental group and the control group who have participated in the activity. Design/Methodology/Approach – This type of research uses a quantitative quasi-experiment with a pretest-posttest control group design. Data collection techniques are in the form of vocabulary tests (pre-test and post-test), observation of children's activities while playing drawing cards, and documentation (photos of activities, teachers' diaries). Data analysis techniques consist of; (a) Normality test, (b) Homogeneity test, (c) Hypothesis test. Findings – The results of the study showed that  the learning method of picture card games was carried out with 4 treatment activities using picture card media which was made and then played by children in stimulating the visual vocabulary of children aged 5-6 years., the visual skills of children aged 5-6 years showed significant changes in children's visual abilities, before and after being given learning with pretest picture card media, obtained an average score of 9.6 while from the post-test results obtained an average score of 10.8., there was a significant influence on the vocabulary learning method with picture card media on the visual ability of children aged 5-6 years, this was shown based on the results  of the Wilcoxon Sign Rank test. Originality/Value –This research provides alternative vocabulary learning media that is fun and effective, improves language skills in a more natural and fun way, and is a reference for further research on game-based learning media.
Macro Role Plays on Early Childhood Expressive Language Skills Nurul Khaimah; Arismunandar; Rusmayadi; Herlina; Wahira
Jurnal Pendidikan Anak Usia Dini Vol. 3 No. 2 (2026): January
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/paud.v3i2.2428

Abstract

This study aims to find out the description of the implementation of macro role-playing, find out children's expressive language skills before and after doing macro role-playing activities, and examine the effect of macro role-playing on early childhood expressive language skills. This research method uses a quantitative approach with a simple experimental method. The design used is a pre-experimental design with a one group pretest-posttest design. The data collection technique through observation and documentation of descriptive analysis as a form of data analysis from this study. The results showed that the implementation of macro role-playing was effective and smooth over 8 sessions, with high participation (95%) and simple props support that encouraged imaginative interaction resembling real life, making it suitable for language development., children's expressive language skills improved significantly before (average 0.45 or 41.9%) and after (0.88 or 81.8%) treatment, especially on the indicators of storytelling and spontaneous expression (up to 121%).,  and a significant positive influence was found on macro role play on expressive language skills (Wilcoxon test: T=35 < 151 tables; Z=-5.62, p<0.001), proving that this method is effective as a game intervention for early childhood oral language development.
Storytelling Methods and Learning Styles on Early Childhood Speaking Skills Satriani; Herlina; Herman; Wahira; Surya
Jurnal Pendidikan Anak Usia Dini Vol. 3 No. 2 (2026): January
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/paud.v3i2.2429

Abstract

This study aims to analyze the influence of storytelling methods on early childhood speaking ability in several early childhood schools, to analyze the influence of learning style on early childhood speaking ability, and to analyze the influence of storytelling methods and learning styles on early childhood speaking ability. The method in this study uses This type of research uses a quantitative research approach. The design in this study uses a case study design which is a method to collect and analyze data related to a case. The techniques used in data collection include, observation, documentation, questionnaires. The data analysis used was in the form of descriptive analysis, validity and reliability test, classical assumption test, and multiple linear regression analysis. The results of the study show that there is a positive and significant influence between storytelling methods on children's learning abilities, there is a positive and significant influence between learning styles on children's learning abilities. Based on the results of the study using the F test, it shows that the storytelling method and learning style simultaneously have a significant influence on the ability of early childhood learning in early childhood schools. As a suggestion for teachers to pay attention to the emotional involvement and active involvement of students, so that the storytelling method applied can encourage students to feel and express their feelings and provide opportunities for students to retell the content of the story in the words of the students.
PROBLEM BASED LEARNING (PBL)APPROACH THROUGH MAZE GAMES TO IMPROVE CRICAL THINKING SKILLS IN EARLY CHILDHOOD Hasnaini; Herlina; Azizah Amal; Wahira
JOURNAL OF HUMANITIES AND SOCIAL STUDIES Vol. 4 No. 01 (2026): FEBRUARY 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Problem-based learning is primarily designed to help students develop their thinking skills, problem-solving skills, and intellectual skills; learn adult roles by experiencing them through various real or simulated situations; and become independent learners. This study used a quasi-experimental method. The type of research design used was a Nonequivalent Control Group Design, with two research groups: an experimental group receiving treatment and a control group not receiving experimental treatment. Data collection techniques used observation and documentation. Data analysis techniques used descriptive analysis and non-parametric statistical analysis. The Problem-Based Learning (PBL) approach through maze games had a positive and significant effect on children's critical thinking skills. This was evidenced by the difference in the increase in critical thinking skills between the experimental and control groups, and was reinforced by the results of statistical analysis and conformity with theories and previous research stating that PBL is effective in developing critical thinking skills as part of higher-order thinking skills. The continuous implementation of the PBL approach can be one effort to improve the quality of the learning process in early childhood education.
THE USE OF AUGMENTED REALITY MEDIA ON EARLY CHILDHOOD LANGUAGE SKILLS Rahayu, Astira Sri; Hamzah Upu; Syamsuardi; Wahira; Herlina
JOURNAL OF HUMANITIES AND SOCIAL STUDIES Vol. 4 No. 01 (2026): FEBRUARY 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Augmented Reality (AR)-based learning media offers innovative solutions that are able to overcome these challenges. AR can present learning content in an interactive and engaging way through the incorporation of digital visual elements into the real world. This research aims to implement the use of digital learning media in the hope of developing students' language skills and developing skills that can later be useful for students in facing global challenges in the world of education. The type of research used in this study is quantitative with an expost facto approach. The data collection techniques used are in the form of observation, test, and quantification techniques. The data analysis technique is a step in completing the research to test the data that has been collected, for example descriptive statistics and N-Gain effectiveness tests. The data obtained through research instruments is still in the form of raw data, so to analyze the data, the researcher uses statistical analysis. The collected data was analyzed using Simple Linear Regression Analysis with the help of IBM SPSS Statistics 25 software. The results of the study show that the implementation of augmented reality (AR) media has proven to be effective in developing early childhood language skills, as evidenced by descriptive analysis with an average AR media score of 79.40. These findings are in line with the research objective of utilizing digital learning media to equip children with essential communication skills to face global educational challenges, where score variations reflect individual heterogeneity but overall positive trends indicate the potential of AR as a contextual early childhood education innovation in Indonesia.
STORYTELLING METHODS FOR EARLY CHILDHOOD RECEPTIVE LANGUAGE Evarastina Mattemmu; Arismunandar; Rusmayadi; Wahira; Herlina
JOURNAL OF HUMANITIES AND SOCIAL STUDIES Vol. 4 No. 01 (2026): FEBRUARY 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Storytelling with two-way interaction improves receptive language Storytelling that allows children to retell or discuss has been shown to improve understanding of language structure and vocabulary. The purpose of this study is to determine the effectiveness, influences of differences and obstacles of conventional storytelling methods, such as Kamishibai, in improving receptive language skills in early childhood. This research method uses a quasi-experimental design with a quantitative approach. This study uses quantitative data because it aims to measure the influence of storytelling methods on early childhood receptive language skills. Quantitative data was obtained in the form of numbers and scores from tests or observation sheets used to assess children's receptive language skills before and after treatment. The data analysis technique used is Structural Equation Modeling (SEM) based on Partial Least Squares using SmartPLS 4 software, which allows simultaneous analysis of measurement and structural models. The results showed that conventional storytelling methods showed a significant improvement in the receptive language skills of children aged 5-6 years., the application of digital storytelling in educational institutions aged 5-6 years resulted in a strong correlation (r=0.668, p<0.05) with the development of receptive language, digital storytelling was more effective than conventional because of dynamic visual-audio integration that strengthened receptive processing., The main barriers to digital storytelling include limitations infrastructure (such as devices and internet in rural kindergartens) and low teacher digital competence, causing only 40-50% of institutions to be able to implement it optimally.., Teachers' digital competence and infrastructure are key factors because they determine the quality of story delivery. This study makes an original contribution with a direct comparison of digital vs. conventional storytelling in the receptive language of children 5-6 years old who are rarely done simultaneously in a quasi-experimental study.
IMPLEMENTASI KURIKULUM MERDEKA BERBASIS PEMBELAJARAN MENDALAM PADA PENDIDIKAN INKLUSI DI KOTA MAKASSAR Ramadhani Fitri, Siti Aisyah; Wahira; Hasan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42933

Abstract

This study aims to analyze the implementation of Merdeka Curriculum management in improving inclusive education at Kharisma and Pertiwi Elementary School, Makassar. This research employed a qualitative approach with a case study design. Reseach subjects included the principal, classroom teachers, and special education assistants. Data were collected through observation, in-depth interviews,and documentation. Data analysis was conducted through data reduction, data display, and conclusion drawing. The findings indicate that curriculum planning has referred to the principles of the Merdeka Curriculum but has not been fully responsive to the needs of students with special needs. The implementation of inclusive learning still faces limitations in teacher competence and supporting facilities, while learning evaluations has not optimally applied differentiated assessment. Supporting factors include the principal’s commitment and teacher motivation, while inhibiting factors include limited inclusive education training and technical support. This study recommends strengthening adaptive curriculum management and enhancing teacher capacity to support inclusive education effectively.
Manajemen Pembelajaran Berbasis Outing Class di MTs Tahfidzul Qur'an Azhar Center Makassar Ayyasy, Muhammad; Wahira; Ardiansyah, Muhammad
Irfani Vol. 22 No. 1 (2026): Irfani
Publisher : LP2M IAIN Sultan Amai Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30603/irfani.v22i1.7635

Abstract

This study aims to describe outing class-based learning management at MTs Tahfidzul Qur'an Azhar Center Makassar, including planning, implementation, evaluation, as well as supporting and inhibiting factors. This study uses a qualitative approach with a descriptive research type. Data collection techniques were carried out through interviews, observations, and documentation with key informants, namely the head of the madrasah, teachers, activity committees, and students. The results show that outing class-based learning is managed systematically and collaboratively through two main activities, namely Literacy and Creativity Camp and Ramadan Celebration. Activity planning is carried out by determining the objectives, materials, methods, media, and schedule in accordance with the characteristics of the students and the vision of the madrasah. The implementation of activities takes place through a briefing stage, core activities based on direct experience, and a closing stage in the form of reflection. Learning evaluation was conducted through student reflection, teacher reports, and evaluation meetings as a basis for program improvement. Factors supporting the activities included teacher involvement, parental support, and the availability of facilities and infrastructure, while inhibiting factors included limited funds and external resource persons.
PERMAINAN KARTU HURUF TERHADAP PERMULAAN MEMBACA AWAL ANAK USIA DINI Andi Evagustia; Herlina; Azizah; Wahira
INDOPEDIA (Jurnal Inovasi Pembelajaran dan Pendidikan) Vol. 4 No. 1 (2026): MARET 2026
Publisher : Media Inovasi Pendidikan dan Pembelajaran

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Abstract

Permainan kartu huruf membantu anak belajar dengan cara yang menyenangkan. Anak tidak hanya duduk mendengarkan, tetapi aktif memegang kartu, mencocokkan gambar dan huruf, serta mengucapkan bunyi huruf yang dikenalnya. Penelitian ini bertujuan untuk mengungkap gambaran kemampuan membaca, bahasa, dan pengaruh penerapan permainana kartu huruf terhadap kemampuan membaca permulaan pada anak. Penelitian ini menggunakan pendekatan kuantitatif eksperimen semu (quasi experiment). Desain penelitian yang digunakan adalah Nonequivalent Control Group Design, yaitu melibatkan dua kelompok: kelompok eksperimen yang diberikan perlakuan menggunakan permainan kartu huruf, dan kelompok kontrol yang mengikuti pembelajaran dengan metode konvensional. bahwa kemampuan membaca permulaan anak usia dini pada kedua kelompok awalnya rendah–sedang dan relatif sebanding (eksperimen 1.47 vs. kontrol 1.52). Setelah intervensi, kelompok eksperimen yang menggunakan permainan kartu huruf mengalami peningkatan drastis menjadi 3.05 (kategori baik–sangat baik), jauh lebih tinggi dibandingkan kelompok kontrol (1.95, masih sedang). Peningkatan paling menonjol pada pencocokan huruf–gambar dan kata awal (+1.7 poin), didukung uji statistik yang signifikan. Temuan ini menegaskan efektivitas permainan kartu huruf sebagai media berbasis permainan multisensori yang selaras dengan teori ZPD Vygotsky dan prinsip belajar bermain di PAUD.