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Pengaruh Pembelajaran Steam (Science, Technology, Engineering, Art, And Mathematic) Untuk Meningkatkan Keterampilan Berpikir Tingkat Tinggi (Critical Thinking And Problem Solving) Pada Anak Usia Dini Nur Indah Sukmawati; Nur Ika Sari Rakhmawati
Concept: Journal of Social Humanities and Education Vol. 2 No. 1 (2023): March : Concept: Journal of Social Humanities and Education
Publisher : Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/concept.v2i1.238

Abstract

Revolusi industry 4.0 menuntut dunia pendidikan melakukan penyesuaian. Pada Pendidikan anak usia dini, kesiapan anak merupakan faktor penting dalam proses pembelajaran agar generasi mereka mampu bersaing secara global demi menjawab tantangan abad 21. Namun hasil riset menunjukkan bahwa Pendidikan di Indonesia masih membutuhkan banyak ruang untuk perbaikan, khususnya pada pembelajaran matematika dan sains.. Guna mengatasi masalah tersebut adalah dengan memberikan pendekatan STEAM. Tujuan penelitian dengan pendekatan STEAM adalah untuk meningkatkan keterampilan berpikir tingkat tinggi, diantaranya keterampilan memecahkan masalah dan berpikir kritis di TK Dewi Sartika Kecamatan Mojoagung Kabupaten Jombang. Model penelitian yang digunakan adalah deskriptif kuantitatif menggunakan desain quasi eksperimental dengan nonequivalent control group design. Sampel yang digunakan adalah 56 anak berusia 5-6 tahun. Pengumpulan data dilakukan secara observasi dengan nilai pretest-posttest sebagai jumlah yang akan diuji. Dari uji besarnya pengaruh variabel didapatkan bahwa antara nilai pretest-posttest mengalami peningkatan sebanyak 14,43. Hal ini menunjukkan bahwa Pembelajaran Berbasis STEAM dapat digunakan sebagai stimulasi untuk meningkatkan Keterampilan Berpikir Tingkat Tinggi Pada Anak Usia Dini.
Upaya Meningkatkan Motorik Kasar Berjalan Jinjit Anak Usia 3–4 Tahun Melalui Papan Titian Modifikasi Ucik Nur Hidayati; Nur Ika Sari Rakhmawati
SELING: Jurnal Program Studi PGRA Vol. 11 No. 2 (2025): Juli
Publisher : Program Studi PGRA

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Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan motorik kasar berjalan jinjit anak usia 3–4 tahun melalui media papan titian modifikasi di PPT Kemuning Indah Surabaya. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus, masing-masing terdiri dari tahapan perencanaan, pelaksanaan, penelitian, dan refleksi. Subjek penelitian berjumlah 8 anak usia 3–4 tahun. Teknik pengumpulan data menggunakan penelitian, wawancara, dan dokumentasi. Hasil penelitian menunjukkan adanya peningkatan keterampilan berjalan jinjit dari pra-siklus ke siklus II. Pada pra-siklus, hanya 25% anak yang mencapai kategori Berkembang Sesuai Harapan (BSH). Pada siklus I meningkat menjadi 38%, dan pada siklus II mencapai 75%. Peningkatan ini menunjukkan bahwa media papan titian modifikasi efektif dalam menstimulasi keseimbangan, koordinasi tubuh, dan keberanian anak dalam melakukan aktivitas berjalan jinjit. Temuan ini menegaskan pentingnya penggunaan media pembelajaran yang inovatif dan menyenangkan dalam mengembangkan aspek motorik kasar anak usia dini. Penelitian ini merekomendasikan agar guru PAUD memanfaatkan media papan titian modifikasi sebagai bagian dari kegiatan pembelajaran fisik di kelas.  Abstract: This study aims to improve the gross motor skill of tiptoe walking in children aged 3–4 years through the use of modified balance beam media at PPT Kemuning Indah Surabaya. The research employed a Classroom Action Research (CAR) approach based on the Kemmis and McTaggart model, conducted in two cycles, each comprising planning, action, observation, and reflection stages. The subjects consisted of eight children aged 3–4 years. Data were collected through observation, interviews, and documentation. The results showed a significant increase in tiptoe walking skills from the pre-cycle to the second cycle. In the pre-cycle, only 25% of children achieved the “Developing as Expected” category. This increased to 38% in cycle I and 75% in cycle II. The improvement indicates that modified balance beams are effective in stimulating children's balance, body coordination, and confidence in performing tiptoe walking. These findings highlight the importance of using innovative and engaging learning media to develop gross motor skills in early childhood. The study recommends that early childhood educators integrate balance beam activities into physical learning sessions in the classroom.
Pengaruh Pembelajaran STEAM Terhadap Peningkatan Pemahaman Lingkungan Geografis Pada Anak Usia 5-6 Tahun Atikah Isnaini Fitri Sofian; Nur Ika Sari Rakhmawati
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.368

Abstract

STEAM learning is one of the appropriate learning and support the demands of the 21st century. This learning is a contextual learning where children are invited to understand and observe the events that occur near them. Children need to be given the opportunity to relate to the surrounding environment which can be done through learning about the geographical environment. This study aims to determine the difference in the ability to understand the geographical environment between groups that use STEAM Learning with groups that do not use STEAM learning. The method used is quantitative with the type of research quasi experimental design that uses non-equivalent control group design. The samples used were 24 children with an age range of 5-6 years in kindergarten located in Kembangbahu District, Lamongan regency. This study used 2 kindergartens in Kembangbahu subdistrict, Lamongan regency consisting of an experimental group and a control group. The results showed that there is an influence of STEAM learning to understand the geographical environment of children aged 5-6 years as evidenced by the results of hypothesis testing post-test data obtained the value of asymmp. sig. (2-tailed) 0.004 is smaller than 0.05. In addition, there was an increase in the average value of understanding the geographical environment from pre-test to post-test after being given treatment in the form of STEAM learning in the experimental class.
PENGARUH MEDIA WORDLESS BOOK TERHADAP KEMAMPUAN BERBICARA ANAK USIA 5–6 TAHUN Aulia Maulidia Arliana; Ruqoyyah Fitri; Nur Ika Sari Rakhmawati; Eka Cahya Maulidiyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50168

Abstract

Speaking ability is one of the important aspects of early childhood language development. However, there are still several children aged 5–6 years who experience difficulties in expressing ideas, lack confidence when speaking, tend to be passive in social interactions, and have limitations in vocabulary usage and word pronunciation. These problems indicate the need for interesting and interactive learning media to help improve children’s speaking skills. One of the learning media that can be used is a wordless book, which is a book without text containing only pictures or illustrations that encourage children to speak and retell stories based on their imagination. This study aims to determine the effect of wordless book media on the speaking ability of children aged 5–6 years. This study used a quantitative approach with an experimental research type employing a One Group Pretest-Posttest Design. The subjects of this study were children aged 5–6 years in Group B at the kindergarten where the research was conducted. Data collection techniques included observation, documentation, and speaking ability assessment sheets. The data were analyzed using statistical tests to determine the differences in children’s speaking abilities before and after the implementation of the wordless book media. The results of the study showed that the use of wordless book media had a positive effect on the speaking ability of children aged 5–6 years. Children became more active in speaking, more confident in expressing their opinions, better at using vocabulary, and more capable of expressing ideas and retelling stories based on the pictures they observed. Therefore, wordless book media can be used as an effective alternative learning medium to improve early childhood speaking skills.
PENGARUH GAME DIGITAL FUN COUNT TERHADAP KEMAMPUAN BERHITUNG ANAK USIA 5–6 TAHUN Alifia Murfidah; Nur Ika Sari Rakhmawati; Ruqoyyah Fitri; Dhian Gowinda Luh Safitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.59414

Abstract

ABSTRACT This study aims to analyze the effect of the Fun Count Digital Game on the numeracy skills of children aged 5–6 years. The study was motivated by the fact that some children still experience difficulties in understanding basic numeracy concepts, such as sequencing numbers, matching number symbols with quantities, and performing simple addition and subtraction. One factor contributing to this condition is the limited availability of learning media that are engaging and appropriate for the characteristics of early childhood learners. Therefore, an innovative technology-based learning medium is needed to enhance children's engagement and learning motivation.This study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The research sample consisted of 26 children aged 5–6 years, divided into two groups: 15 children in the experimental group and 11 children in the control group. The experimental group received treatment through the use of the Fun Count Digital Game, while the control group participated in conventional learning activities. Data were collected through observation and performance tests and were analyzed using the Mann–Whitney U Test with the assistance of SPSS version 25. The results showed that the numeracy skills of children in the experimental group improved more significantly than those in the control group. The average pretest score of the experimental group increased from 11.33 to 14.67 in the posttest, while the control group’s score increased from 10.36 to 13.55. The hypothesis testing results indicated an Asymp. Sig. (2-tailed) value of 0.019 < 0.05, leading to the rejection of H₀ and acceptance of Hₐ. Therefore, it can be concluded that the Fun Count Digital Game has a positive and significant effect on the numeracy skills of children aged 5–6 years. The findings also indicate that digital game-based learning can create a more active, engaging, and meaningful learning experience for children.
PENGARUH PERMAINAN DADU PUTAR TERHADAP LITERASI BAHASA ANAK USIA 5-6 TAHUN Salsabila Shofiyah; Nur Ika Sari Rakhmawati; Ruqoyyah Fitri; Dhian Gowinda Luh Safitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62481

Abstract

This study aims to analyze the effect of the Dadu Putar (Spinning Dice) educational game on the language literacy skills of children aged 5–6 years at TK Negeri Pembina Surabaya. The study employed a quantitative approach using a quasi-experimental design with a nonequivalent pretest–posttest control group design. The research involved 29 children divided into an experimental group and a control group through purposive sampling. Data were collected using observation, tests, and documentation, while data analysis included validity, reliability, normality, homogeneity, and hypothesis testing using SPSS. The findings revealed that children's language literacy skills improved after the implementation of the Dadu Putar game. The experimental group's average achievement increased from 49.11% on the pretest to 80.36% on the posttest. The paired sample t-test showed a significance value of 0.000 (p < 0.05), indicating a significant difference between pretest and posttest scores. The results demonstrate that the Dadu Putar educational game has a positive and significant effect on improving children's language literacy skills, particularly in recognizing vowels, distinguishing similar letters, and reading simple words. Therefore, the Dadu Putar game can serve as an effective and engaging learning medium for early childhood language literacy development.