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ROLE PLAY IN MARKET DAY FOR STIMULATION EARLY CHILDHOOD SOCIAL EMOTIONAL Fikri, As'syifa Nur; Jazariyah; Andri Hardiyana
JP2KG AUD (Jurnal Pendidikan, Pengasuhan, Kesehatan dan Gizi Anak Usia Dini) Vol. 5 No. 01 (2024)
Publisher : PG PAUD Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jp2kgaud.2024.5.01.353-360

Abstract

The development of children's social and emotional abilities is essential for supporting their future quality of life. Efforts to develop these abilities can be made through various activities that are engaging for children. The aim of this study is to understand the development of children's social and emotional skills, to describe the implementation of role-playing methods using the market day technique on children's social and emotional development, and to identify the challenges faced by teachers in applying the role-playing method. This study uses a qualitative descriptive approach. The subjects of this study are students and teachers at TK PGRI Tanjungkerta. Data were collected using observation, interviews, and documentation methods, with data analysis consisting of data reduction, data presentation, and conclusion drawing. The instruments used in this study are interview guidelines and observation sheets. The results of the study show that the application of the role-playing method using the market day technique on social and emotional development yielded an average score of 86.41% with the criteria of developing as expected (BSH) https://ppid.bnn.go.id/. In the implementation of the role-playing method, teachers followed the predetermined steps. The challenges faced by teachers included a lack of assistant teachers and limited time. However, these challenges were successfully managed. The results of this study can be used as a reference in efforts to develop social and emotional skills in early childhood.
Preserving Sundanese Pupuh Culture through Flipbook Media: Strengthening Mutual Cooperation in Early Childhood Education Purnamasari, Yayu Mega; Jazariyah; Windarta, Libri Rizka Puri; Mulqiah, Amanda Rizkiyani
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 2 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i2.72521

Abstract

The Sundanese Pupuh culture is declining, marked by its limited introduction in schools, especially in early childhood education. Preservation efforts are needed from an early age and can be integrated with the P5 program (Project for Strengthening the Profile of Pancasila Students). This study aims to develop a flipbook media product based on Sundanese Pupuh culture to strengthen P5, particularly in the dimension of mutual cooperation. The media product is a story derived from the adaptation of the Gambuh pupuh, which has been transformed into a flipbook format. The approach used in this development research is the ADDIE model with the steps of analysis, design, development, implementation, and evaluation. The developed product was evaluated for feasibility by media experts and content experts. After being deemed feasible, the product was tested for effectiveness with 8 teachers and 34 students from two schools. Data were collected through expert questionnaires, teacher responses, and observations. The data obtained were analyzed using a descriptive quantitative approach. The feasibility test results showed a 92% rating from content experts and 91% from media experts, both categorized as "very feasible." Teacher response tests yielded 80%, indicating suitability for use. The effectiveness test results showed that 88% of the children were in the "emerged" category, while 12% were not yet emerged. This indicates that the Sundanese Pupuh-based flipbook can strengthen the mutual cooperation dimension in early childhood education. The innovation of flipbooks based on Sundanese poems has implications for strengthening local culture for PAUD students.
Pengembangan Media Digital Lets Counting untuk Menstimulasi Kemampuan Berhitung Anak Usia Dini di TK PGRI Kota Cirebon Wafa, Lauhani Tsaniyatul; Jazariyah; Muzakki, Jajang Aisyul
ABNA : Journal of Islamic Early Childhood Education Vol. 6 No. 1 (2025): ABNA : Journal of Islamic Early Childhood Education inProgress
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/abna.v6i1.10149

Abstract

Penelitian ini dilatarbelakangi oleh keberadaan guru di TK PGRI Kota Cirebon, diketahui permasalahan dalam bidang numerasi dini sebagai berikut, kurangnya media pembelajaran yang sesuai dengan konsep numerasi anak, kurangnya minat belajar berhitung pada anak, kurangnya media yang dapat menunjang kegiatan pembelajaran daring. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian RnD melalui 5 tahap yaitu: 1) analisis awal atau informasi, 2) desain pengembangan produk, 3) pengembangan produk, 4) implementasi produk, 5) evaluasi. Hasil Validasi ahli media memperoleh presentase sebesar 95,83% dan validasi ahli materi 58,30%, hasil uji coba pasca pengembangan media presentase sebesar 69%, penilaian respon pengguna yaitu wali kelas B sebesar 95,85% dan guru pendamping kelas B sebesar 79,16%. Keduanya memperoleh kategori “Layak” untuk digunakan dalam proses belajar anak.
Implementasi Media Kegiatan Terapi Bermain Sensorik Untuk Anak-Anak Berkebutuhan Khusus di Desa Surakarta, Kabupaten Cirebon Nurul Annisa, Tasya; Asep Mulyana; Jazariyah
Kiddo: Jurnal Pendidikan Islam Anak Usia Dini Vol. 5 No. 1 (2024)
Publisher : Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/kiddo.v5i1.10367

Abstract

Media sensory play merupakan alat yang berfungsi sebagai kegiatan terapi sederhana yang mencakup aspek anak, penerapan media sensory play mempunyai beberapa tahapan proses desain penilaian dalam proses kegiatan Alat media sensory play sangat mudah didapat dimana hal ini bertujuan untuk memperoleh manfaat yang akan berdampak pada tumbuh kembang anak berkebutuhan khusus. Kemudian untuk memperoleh data dalam penelitian ini menggunakan metode observasi, wawancara, teknik analisis data melalui reduksi data, dan penarikan kesimpulan, kemudian dilanjutkan dengan keabsahan suatu data dengan menggunakan triangulasi sumber data. diperoleh selama penelitian. Penelitian ini dianalisis menggunakan deskriptif kualitatif. Kesimpulan penelitian ini menunjukkan bahwa implementasi media Sensory play pada anak berkebutuhan khusus di Desa Surakarta,
Inovasi dalam Pembelajaran: Pengembangan Media Vocal Games Digital untuk Meningkatkan Pelafalan Huruf Vokal Puspitasari, Faridah; Jazariyah; Maulidya Ulfah
Asghar: Jurnal of Children Studies Vol 5 No 2 (2025): Desember 2025
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/asghar.v5i2.12367

Abstract

Penelitian ini berfokus pada anak-anak usia 4–5 tahun yang masih mengalami kesulitan dalam melafalkan huruf vokal secara jelas dan sering kali tidak mampu membedakan bunyinya dengan tepat. Selain itu, keterbatasan media pembelajaran yang interaktif dan efektif juga menjadi hambatan dalam proses pengenalan huruf vokal pada anak usia dini. Oleh karena itu, penelitian ini bertujuan untuk: (1) mendeskripsikan kemampuan pelafalan huruf vokal anak; (2) menjelaskan proses pengembangan media Vocal Games Digital; dan (3) mengevaluasi kelayakan media tersebut dalam meningkatkan pelafalan huruf vokal pada anak-anak TK Al-Washilah Panguragan, Cirebon. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model Borg & Gall, yang terdiri atas 10 tahap, namun hanya lima tahap yang diterapkan karena keterbatasan waktu dan skala uji coba. Hasil penelitian menunjukkan bahwa kemampuan pelafalan huruf vokal anak sebelum menggunakan media Vocal Games Digital berada pada kategori rendah 39%, yang menguatkan urgensi pengembangan media. Proses pengembangan media Vocal Games Digital dilaksanakan sistematis melalui lima tahapan Borg & Gall dan media dinyatakan Layak dan Efektif dalam meningkatkan pelafalan huruf vokal. Validasi dari ahli media dan ahli materi menunjukkan tingkat kelayakan sebesar 95%, sedangkan ahli bahasa memberikan penilaian 100%. Penilaian pengguna juga menunjukkan hasil yang positif, dengan nilai 96% dari kepala sekolah dan 81% dari guru kelas A, keduanya termasuk dalam kategori "Layak". Temuan ini menunjukkan bahwa Vocal Games Digital merupakan media yang valid dan relevan untuk mendukung pembelajaran pelafalan huruf vokal. Penelitian selanjutnya disarankan untuk menambahkan variasi materi tema agar dapat memperluas cakupan pembelajaran anak.