Dewi, Dwi Jayanti Kurnia
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Peningkatan Kemampuan Motorik Kasar melalui Permainan Minecraft Run Pada Anak di TK Model Rahmaningrum, Afifah; Khosibah, Salma Aulia; Kusumawardani, Cindy Tri; Dewi, Dwi Jayanti Kurnia
JEA (Jurnal Edukasi AUD) Vol. 10 No. 2 (2024): December
Publisher : Fakultas Tarbiyah dan Keguruan UIN Antasari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jea.v10i2.14489

Abstract

Lack of gross motor stimulation, lack of utilization of supporting facilities, and limited physical activity outside the classroom are the causes of the achievement of children's gross motor skills not yet optimal. Therefore, the study aimed to improve children's gross motor skills through sensorimotor game activities Minecraft Run in Group A1 Sleman Model Kindergarten. This is a Classroom Action Research (CAR) with 18 research subjects. Consists of 8 boys and 10 girls. Data collection techniques used observation and documentation. In addition, the data analysis technique used is quantitative and qualitative descriptive analysis. The results showed that the Minecraft Run game significantly improved children's gross motor skills. The initial percentage of children's gross motor skills of 49.4% increased to 67.3% in cycle I and increased to 82.2% in cycle II. Minecraft Run is an effective method to integrate game-based learning with the stimulation of children's motor development.
The Influence Of Vocal Bingo Game On The Ability To Recognize Vowel Letters In Children Aged 4 - 5 Years Nabila, Sahyla; Komalasari, Dewi; Dewi, Dwi Jayanti Kurnia; Rahmaningrum, Afifah
Ceria: Jurnal Program Studi Pendidikan Anak Usia Dini Vol 14, No 2 (2025): Ceria Jurnal Pendidikan Anak Usia Dini
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/ceria.v14i2.13915

Abstract

Recognizing vowel letters is a fundamental component of early childhood literacy development. This study investigates the impact of the vocal bingo game on the ability of children aged 4–5 years to recognize vowel letters. The research was motivated by the low vowel recognition skills observed at TK Muslimat NU 79 Miftahul Huda. A quantitative approach was applied using a quasi-experimental Nonequivalent Control Group Design. The participants were divided into two groups—experimental and control—each comprising 15 children. An observation sheet, tested for validity and reliability, was used to assess vowel recognition. Data analysis included normality, homogeneity, and hypothesis testing using SPSS version 23. The results revealed a significance value of 0.031 (p<0.05), indicating a significant difference between the experimental and control groups. The posttest mean score of the experimental group (18.07) was higher than that of the control group (15.47). These findings suggest that the vocal bingo game is an effective instructional medium for enhancing early literacy skills in young children.
The Effect of Beading Activities on the Fine Motor Skills of Children Aged 4–5 Years at TK Labschool Unesa 1 Laili, Fatma Nur; Hasibuan, Rachma; Dewi, Dwi Jayanti Kurnia; Komalasari, Dewi
Ceria: Jurnal Program Studi Pendidikan Anak Usia Dini Vol 14, No 3 (2025): (On Progress) Ceria Jurnal Pendidikan Anak Usia Dini
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/ceria.v14i3.14518

Abstract

This study aims to determine the effect of beading activities on the fine motor skills of children aged 4–5 years at TK Labschool Unesa 1. The background of this research problem is the lack of stimulation in fine motor activities, causing children to experience difficulties in pinching small objects, controlling finger movements, and performing activities requiring hand–eye coordination. This study employed a quantitative approach with a one-group pretest–posttest design. The subjects were 31 children from Group A. Data were collected through observation using an assessment sheet covering children’s flexibility, finger strength, and accuracy, and analyzed using the paired sample t-test. The results showed a significant difference between the pretest and posttest scores after the children participated in beading activities. The average score before treatment (pretest) was 44%, and after treatment (posttest) was 71%, with a score difference of 27%, indicating the influence of beading activities. This influence was evident from improvements in children’s ability to pinch, insert beads, and coordinate their hands and eyes after participating in beading activities. This occurred because the researcher provided three treatments and followed beading stages appropriate to the children’s developmental age.
Development of the “Bisik Lalongklek” Game to Improve Receptive Language Skills in Children Aged 4–5 Years Alim, Rochmatul; Hasibuan, Rachma; Komalasari, Dewi; Dewi, Dwi Jayanti Kurnia
Ceria: Jurnal Program Studi Pendidikan Anak Usia Dini Vol 14, No 3 (2025): (On Progress) Ceria Jurnal Pendidikan Anak Usia Dini
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/ceria.v14i3.14705

Abstract

This study aims to develop a learning medium in the form of the “Bisik Lalongklek” game to enhance the receptive language skills of children aged 4–5 years. Receptive language ability is crucial for young children to understand instructions, recognize vocabulary, and provide appropriate responses. This study employed a Research and Development (R&D) method, involving stages of problem identification, product design, expert validation, product revision, and both limited and extensive trials. The research subjects were group A children aged 4–5 years, with data collected through observation and documentation. Validation results from material and media experts indicated that the “Bisik Lalongklek” game falls within the “highly feasible” category, with an average feasibility percentage above 85%. The findings revealed that the children showed improvement in understanding instructions, recognizing vocabulary, and responding appropriately. This study demonstrates that integrating physical movement and traditional games can create enjoyable and meaningful learning experiences. The motor involvement and verbal interaction embedded in the game encourage children to be more active in processing information. Therefore, the “Bisik Lalongklek” game can serve as an innovative, educational learning medium aligned with the developmental characteristics of early childhood and can be effectively implemented by teachers in classroom learning activities.
Pelatihan Pendekatan Deep Learning untuk Meningkatkan Kemampuan Berpikir Kritis Anak Usia Dini  Pelatihan Pendekatan Deep Learning untuk Meningkatkan Kemampuan Berpikir Kritis Anak Usia Dini Rahmaningrum, Afifah; Rakhmawati, Nur Ika Sari; Komalasari, Dewi; Reza, Muhammad; Dewi, Dwi Jayanti Kurnia
Dedikasi Cendekia: Warta Pengabdian Pendidikan Vol. 2 No. 2 (2025)
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Early childhood education requires teachers to design learning that stimulates critical thinking skills. However, most PAUD teachers in HIMPAUDI, Depok District, Sleman, have limited understanding of the deep learning approach. This community service program aimed to enhance teachers’ competence in implementing deep learning through theory-based and practical training. The methods included socialization, interactive workshops, and classroom mentoring. The results showed a significant improvement in teachers’ understanding of deep learning concepts and their ability to design learning activities that foster children’s critical thinking. Moreover, teachers successfully developed innovative teaching tools and materials based on the deep learning approach. This program highlights the importance of continuous professional development for early childhood teachers and supports the implementation of 21st-century learning focused on cultivating critical thinking skills from an early age.