Claim Missing Document
Check
Articles

Found 14 Documents
Search

PENERAPAN PEMBELAJARAN UNPLUGGED CODING DALAM MENINGKATKAN PROBLEM SOLVING PADA ANAK USIA DINI Sari, Wulan Permata; Lesmi, Kirana; Muluk, Rd. Kiki Abdul; Khotimah, Iim
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i1.8907

Abstract

Early childhood is a fundamental period for cognitive development, but the reality in the field shows that children's problem-solving abilities and concentration in learning are still low. This study aims to improve the problem-solving abilities of early childhood through the implementation of unplugged coding learning at SPS Anugrah, Purwakarta Regency. Using a descriptive qualitative method with a case study design on 18 children in group B, this study explored the use of basic programming concepts without electronic devices. The intervention was carried out for four weeks using worksheet media that integrated visual code elements such as colors and shapes to train logic. The results showed a significant increase in problem-solving skills, where children were able to organize logical steps, recognize patterns, and find solutions to problems independently through physical activities and games. Improvements were seen in aspects of observation, data processing, and communication, as well as the growth of active attitudes and focus in children. It was concluded that unplugged coding is an innovative approach that is effective and fun, because it is able to develop critical and computational thinking in a concrete way according to the characteristics of early childhood without dependence on devices. ABSTRAK Masa usia dini merupakan periode fundamental bagi perkembangan kognitif, namun realitas di lapangan menunjukkan masih rendahnya kemampuan pemecahan masalah dan konsentrasi anak dalam pembelajaran. Penelitian ini bertujuan untuk meningkatkan kemampuan problem solving anak usia dini melalui penerapan pembelajaran unplugged coding di SPS Anugrah Kabupaten Purwakarta. Menggunakan metode kualitatif deskriptif dengan desain studi kasus pada 18 anak kelompok B, penelitian ini mengeksplorasi penggunaan konsep pemrograman dasar tanpa perangkat elektronik. Intervensi dilakukan selama empat minggu menggunakan media worksheet yang mengintegrasikan elemen kode visual seperti warna dan bentuk untuk melatih logika. Hasil penelitian menunjukkan peningkatan signifikan pada keterampilan problem solving, di mana anak mampu menyusun langkah logis, mengenali pola, dan mencari solusi masalah secara mandiri melalui aktivitas fisik dan permainan. Peningkatan terlihat pada aspek observasi, pengolahan data, dan komunikasi, serta tumbuhnya sikap aktif dan fokus pada anak. Disimpulkan bahwa unplugged coding merupakan pendekatan inovatif yang efektif dan menyenangkan, karena mampu mengembangkan berpikir kritis dan komputasional secara konkret sesuai karakteristik anak usia dini tanpa ketergantungan pada gawai.
CULTIVATION OF ETHICS IN EARLY CHILDHOOD Kirana lesmi; Iim Khotimah; Nunun Darojatun; Desty Rara Pringgandinie; Kiki Abdul Muluk; R. Oke Andikarya
Jurnal Abdisci Vol 2 No 2 (2024): Vol 2 No 2 Tahun 2024
Publisher : Ann Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62885/abdisci.v2i2.577

Abstract

Ki Hajar Dewantara argues that ethics education focuses on forming children's character, behavior, and personality through several good habits from early childhood to adulthood. This means that the moral education that Ki Hajar Dewantara refers to is not teaching theories about good and bad, along with their very complicated postulates. However, the habit of doing good that is practiced every day until the action becomes steady in the child's psyche so that the teaching of theory and postulates can be valuable as an affirmation and a means, not as an end. Community service activities are carried out at RA Persis Bandung City with the aim of gaining new knowledge or discoveries regarding the cultivation of ethical values. To develop knowledge from research findings regarding the cultivation of pre-existing ethical values. To test, prove, or validate the truth and knowledge from research on the cultivation of pre-existing ethical values. This activity instills to find out what ethical values are instilled in early childhood at RA Persis 3 Bandung City. To find out the driving factors and inhibiting factors in instilling ethical values in early childhood at RA Persis 3 Bandung City. To find out what improvement efforts are being made by teachers in instilling ethical values in early childhood at RA Persis 3 Bandung City
PENGEMBANGAN BAHAN AJAR BERBASIS FLIPBOOK DIGITAL PADA MUATAN ILMU PENGETAHUAN ALAM UNTUK MENINGKATKAN KOMPETENSI GENERASI ALPHA (STUDI KASUS PESERTA DIDIK LKP HARMONI ALFIANSYAH KABUPATEN BANDUNG) Risma Sri Rahayu; Kirana Lesmi; Rd. Kiki Abdul Muluk; Iim Khotimah
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i3.11711

Abstract

The emergence of digital technology on a large scale has opened new perspectives for educators to develop variations in their teaching. This study aims to identify obstacles and efforts in improving competency, the process, and implementation of digital flipbook-based development in natural science content to enhance the competency of Generation Alpha. This research is motivated by students' learning needs and the availability of digital technology. The development of teaching materials was designed using Canva Pro and Quiziz, as well as educational games supported by a platform called Wordwall, which creates concrete learning. The method used in this study was Research and Development. The results of the digital flipbook product development showed that the media was declared valid with a "feasible/valid" category with a percentage of 90.5% with an "A" predicate, relevant to the statement "the product is valid and feasible for field trials." Based on the trial conducted, the results of the first Quiziz score, in the knowledge aspect, showed good results with a result of 84%, the second meeting with 87%, and the third meeting with 70%. Based on the skills assessment results obtained from nine fifth-grade students, six received an "A" grade. This means that most of the test subjects were able to answer all the questions correctly in completing the LKPD (Learning Worksheet) and educational games in the Wordwall oral test. The attitude assessment showed that eight students improved in terms of competency and motivation. ABSTRAK Munculnya teknologi digital dalam skala besar, membuka pandangan baru untuk pendidik mengembangkan variasi mengajarnya. Penelitian ini bertujuan untuk mengetahui kendala dan upaya dalam meningkatkan kompetensi, proses dan implementasi pengembangan berbasis flipbook digital pada muatan ilmu pengetahuan alam untuk meningkatakan kompetensi generasi Alpha. Penelitian ini dilatarbelakangi oleh kebutuhan peserta didik dalam belajar dan ketersediaan teknologi digital. Pengembangan produk bahan ajar yang di desain menggunakan Canva pro dan Quiziz serta games edukasi bantuan platform bernama wordwall yang menciptakan pembelajaran konkret. Metode yang digunakan dalam penelitian ini menggunakan Research and Development, Hasil pengembangan produk flipbook digital menunjukan bahwa media dinyatakan valid dengan kategori ‘’layak/valid’’ dengan persentase 90,5% predikat ‘’A’’ yang relevan dengan keterangan ‘’produk valid dan layak di uji cobakan dilapangan. Berdasarkan uji coba yang dilakukan, hasil perolehan skor Quiziz pertama, pada aspek pengetahuan menunjukkan hasil yang baik dengan hasil 84%, pertemuan kedua yakni 87% dan pertemuan ketiga yakni 70%. Berdasarkan hasil predikat keterampilan yang didapatkan dari 9 peserta didik kelas V, memperoleh predikat ‘’A’’ berjumlah 6 orang, maka ssebagian besar subjek uji coba dapat menjawab secara keseluruhan dengan benar dalam menyelesaikan tugas LKPD dan games edukasi pada tes lisan Wordwall. Penilaian sikap menunjukkan bahwa 8 peserta didik meningkat berdasarkan aspek peningkatan kompetensi dan motivasi.  
PENERAPAN PEMBELAJARAN UNPLUGGED CODING DALAM MENINGKATKAN PROBLEM SOLVING PADA ANAK USIA DINI Wulan Permata Sari; Kirana Lesmi; Rd. Kiki Abdul Muluk; Iim Khotimah
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i1.8907

Abstract

Early childhood is a fundamental period for cognitive development, but the reality in the field shows that children's problem-solving abilities and concentration in learning are still low. This study aims to improve the problem-solving abilities of early childhood through the implementation of unplugged coding learning at SPS Anugrah, Purwakarta Regency. Using a descriptive qualitative method with a case study design on 18 children in group B, this study explored the use of basic programming concepts without electronic devices. The intervention was carried out for four weeks using worksheet media that integrated visual code elements such as colors and shapes to train logic. The results showed a significant increase in problem-solving skills, where children were able to organize logical steps, recognize patterns, and find solutions to problems independently through physical activities and games. Improvements were seen in aspects of observation, data processing, and communication, as well as the growth of active attitudes and focus in children. It was concluded that unplugged coding is an innovative approach that is effective and fun, because it is able to develop critical and computational thinking in a concrete way according to the characteristics of early childhood without dependence on devices. ABSTRAK Masa usia dini merupakan periode fundamental bagi perkembangan kognitif, namun realitas di lapangan menunjukkan masih rendahnya kemampuan pemecahan masalah dan konsentrasi anak dalam pembelajaran. Penelitian ini bertujuan untuk meningkatkan kemampuan problem solving anak usia dini melalui penerapan pembelajaran unplugged coding di SPS Anugrah Kabupaten Purwakarta. Menggunakan metode kualitatif deskriptif dengan desain studi kasus pada 18 anak kelompok B, penelitian ini mengeksplorasi penggunaan konsep pemrograman dasar tanpa perangkat elektronik. Intervensi dilakukan selama empat minggu menggunakan media worksheet yang mengintegrasikan elemen kode visual seperti warna dan bentuk untuk melatih logika. Hasil penelitian menunjukkan peningkatan signifikan pada keterampilan problem solving, di mana anak mampu menyusun langkah logis, mengenali pola, dan mencari solusi masalah secara mandiri melalui aktivitas fisik dan permainan. Peningkatan terlihat pada aspek observasi, pengolahan data, dan komunikasi, serta tumbuhnya sikap aktif dan fokus pada anak. Disimpulkan bahwa unplugged coding merupakan pendekatan inovatif yang efektif dan menyenangkan, karena mampu mengembangkan berpikir kritis dan komputasional secara konkret sesuai karakteristik anak usia dini tanpa ketergantungan pada gawai.