Irawan, Yossy
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The Effect of Mini Zoo Educational Game Tools on Natural Intelligence in Early Childhood Aged 5-6 Years Kamilah, Nurul; Heldanita, Heldanita; Suryanti, Dewi Sri; Susanti Harahap, Fatimah Depi; Irawan, Yossy; Rohayani, Farida; bt Samaun, Siti Salina
Indonesian Journal of Early Childhood Educational Research (IJECER) Vol 3, No 2 (2024)
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/ijecer.v3i2.13601

Abstract

This study aims to analyze the effect of using the Mini Zoo educational game tool on the natural intelligence of children aged 5-6 years. The research employed a quantitative approach with an experimental design involving a single group. The sample consisted of 20 children from Group B3 at RA Az Zahra. The results indicate that the null hypothesis (H₀) was rejected, while the alternative hypothesis (Hₐ) was accepted, demonstrating a significant effect of the Mini Zoo educational game tool on children's natural intelligence. The findings imply that exploration-based educational tools such as Mini Zoo are effective for improving young children's natural intelligence. Therefore, incorporating similar educational game tools is recommended for early childhood learning activities.
Utilizing the Lotto Wabena Game to Foster Cognitive Development in Young Children Aprilia, Rizka; Heldanita, Heldanita; Novita, Yulia; Purnama Sari, Wardani; Salina Samaun, Siti; Murniati, Wahyuni; Irawan, Yossy
Nak-Kanak: Journal of Child Research Vol. 2 No. 3 (2025)
Publisher : Program Studi Pendidikan Guru Pendidikan Anak Usia Dini, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/njcr.v2i3.166

Abstract

Background of the study: This research is motivated by the lack of variety in the use of educational games as engaging learning media for early childhood. Conventional methods are still widely used and often fail to optimally support cognitive development in young learners. Therefore, it is necessary to introduce innovative game-based tools that can enhance children's thinking abilities in a playful and developmentally appropriate way. One such tool is the Lotto Wabena game, designed to stimulate children's memory, attention, categorization, and logical reasoning. Aims and scope of paper: The aim of this study is to develop the Lotto Wabena game as a learning medium to improve cognitive development in children aged 5–6 years. The research is limited to learners at Al Husnayaini Kindergarten, Kubang Raya District, Pekanbaru, and focuses on the tool’s feasibility, quality, and effectiveness. Methods: This is a research and development (R&D) study using the Borg and Gall model. Data were collected through observation, interviews, documentation, and questionnaires. Validation was conducted by content and media experts. The data, mainly qualitative, were analyzed using assessment criteria to evaluate the developed game. Results: Material expert validation showed a score of 87.5% (very feasible), while media expert validation reached 91.62%. Cognitive improvement was evident, with pre-test scores averaging 46.63% and post-test scores reaching 91.35%. A small group trial yielded a score of 94.28%, indicating a strong positive impact on cognitive development. Contribution: This study provides a validated, effective game-based learning tool that supports cognitive growth in early childhood and offers practical implications for educators and curriculum developers.
Children's Gross Motor Development: Analysis of the influence of Sensory Path Media with Clapping Games Siregar, Annisa; Heldanita, Heldanita; Suryanti, Dewi Sri; Susanti, Fatimah Depi; Irawan, Yossy; Samaun, Salina bt; Rohayani, Farida
Jurnal PG-PAUD Vol 10, No 2 (2024)
Publisher : FKIP UNILA

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

Abstract

This research aims to determine the effect of sensory path media using clapping games on the gross motor development of children aged 5-6 years at Raudhatul Athfal Al Fattah Pir Trans Sosa. This research uses a quantitative experimental method using a one group pretest posttest research design with a t-test using the formula tcount>ttable. If tcount>ttable Ho is rejected and Ha is accepted. Data analysis used SPSS Ver 25. Research subjects were teachers and early childhood children in group B aged 5-6 years at Raudhatul Athfal Al Fattah. Data collection techniques are observation, tests and documentation. The results of the research showed that there was an increase in gross motor development in the Kindergarten B group at Raudhatul Athfal Al Fattah Pir Trans Sosa by 84.2% in the high category with a normalized gain formula. The statistical t test results have a sig value of 0.000 < 0.05 with tcount 21.258 > ttable 1.753050. So Ho was rejected and Ha was accepted so that the sensory path media with clapping games had an effect on the gross motor development of children aged 5-6 years at Raudhatul Athfal Al Fattah Pir Trans Sosa. This research emphasizes the importance of media to support children's gross motor development through direct experience, namely using sensory path media with clapping games. This research can help teachers to obtain an overview of media that can be used to improve children's gross motor development. Schools/educational institutions can also use sensory path media as a means of developing children's gross motor skills. This research uses sensory path media combined with clapping games to improve children's gross motor development. Attractive sensory path media with creative colors and clapping games with body coordination to improve children's gross motor development. Keywords: Gross Motor, Sensory Path, Early Childhood 
The Effect of Mini Zoo Educational Game Tools on Natural Intelligence in Early Childhood Aged 5-6 Years Kamilah, Nurul; Heldanita, Heldanita; Suryanti, Dewi Sri; Susanti Harahap, Fatimah Depi; Irawan, Yossy; Rohayani, Farida; bt Samaun, Siti Salina
Indonesian Journal of Early Childhood Educational Research (IJECER) Vol 3 No 2 (2024)
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/ijecer.v3i2.13601

Abstract

This study aims to analyze the effect of using the Mini Zoo educational game tool on the natural intelligence of children aged 5-6 years. The research employed a quantitative approach with an experimental design involving a single group. The sample consisted of 20 children from Group B3 at RA Az Zahra. The results indicate that the null hypothesis (H) was rejected, while the alternative hypothesis (H) was accepted, demonstrating a significant effect of the Mini Zoo educational game tool on children's natural intelligence. The findings imply that exploration-based educational tools such as Mini Zoo are effective for improving young children's natural intelligence. Therefore, incorporating similar educational game tools is recommended for early childhood learning activities.
Stimulating children's moral and religious development: the influence of cute and smart dolls Anggriani, Sherly; Heldanita; Bakhtiar, Nurhasanah; Sri Suryanti, Dewi; Murniati, Wahyuni; Mastura; Irawan, Yossy
Al-Athfaal: Jurnal Ilmiah Pendidikan Anak Usia Dini Vol. 8 No. 2 (2025): Al-Athfaal: Jurnal Ilmiah Pendidikan Anak Usia Dini
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/al-athfaal.v82.28036

Abstract

Background: Based on the results of observations made at Harapan Ibu Kindergarten, it was found that there was a moral and religious imbalance in childhood. Objective: This study aims to determine the influence of educational toys, namely cute smart dolls, on the moral and religious development aspects of children aged 5-6 years at Harapan Ibu Kindergarten. Method: This study uses a quantitative experimental research method using a pre-experimental research design with one group pretest-posttest with a t-test using the formula thitung > ttabel. The sample consists of 22 children, while the population is all children in the Harapan Ibu Kindergarten environment. Results: The results of the study showed that there was an increase in the moral and religious development of group B children at Harapan Ibu Kindergarten by 87.18%, which is in the high criteria with the normalization formula of acquisition. The results of the t-statistical test obtained a sig value of 0.001 <0.05 with a calculated t value of 51.516 and a t table of 1.725050. Therefore, Ho is rejected and Ha is accepted. Conclusion: Educational game tools in the form of dolls smart funny influential​ to moral and religious development of children aged 5-6 years at Harapan Ibu Kindergarten.
The Usefulness of the TikTok Application as a Learning Medium for Children's Kinesthetic Intelligence Adawiah, Rabiyatul; Heldanita; Mahnun, Nunu; Sri Suryanti, Dewi; Rahmat, Zetri; Mastura; Irawan, Yossy
ABNA Journal of Islamic Early Childhood Education Vol. 6 No. 2 (2025): ABNA : Journal of Islamic Early Childhood Education
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/abna.v6i2.12497

Abstract

Penelitian ini bertujuan untuk mengetahui kecerdasan kinestetik anak usia 5 – 6 tahun yang dipengaruhi oleh penggunaan aplikasi TikTok sebagai media pembelajaran. Penelitian ini termasuk penelitian kuantitatif dengan metode eksperimen desain one group pretest posttest dengan t-test atau uji memiliki rumus thitung > ttabel. Jika thitung lebih besar dari ttabel, maka H0 ditolak dan Ha diterima dengan bantuan program SPSS Windows versi 2.1. Subjek dalam penelitian ini adalah anak kelompok B di TK Mutiara Hati Pulau Burung. Untuk mengetahui seberapa besar pengaruh aplikasi Tiktok terhadap kecerdasan kinestetik digunakan rumus gain ternormalisasi dan didapat dari hasil rumus tersebut sebesar 80,6% yang berada pada kategori tinggi. Adapun teknik pengumpulan datanya menggunakan angket, observasi, wawancara, dan dokumentasi. Berdasarkan hasil analisis data pada kelas eksperimen diperoleh thitung=20,833 dan ttabel 1,77093,maka thitung>ttabel (20,833>1,77093). Data tersebut menunjukkan H0 ditolak dan Ha diterima. Jadi dapat disimpulkan dari hasil penelitian  bahwa terdapat pengaruh aplikasi Tiktok sebagai media pembelajaran terhadap  kecerdasan kinestetik anak di TK Mutiara Hati Kecamatan Pulau Burung Kabupaten  Indragiri Hilir.   Kunci Kunci : TikTok, Media Pembelajaran, Kecerdasan Kinestetik This study aims to determine the kinesthetic intelligence of children aged 5-6 years influenced by the use of the TikTok application as a learning medium. This study uses a quantitative research method with a one-group pre-test post-test experimental design, which is tested with a t-test or a test with the formula t count > t table. If the t-count is greater than the t-table, then H0 is rejected and H1 is accepted with the help of the SPSS Windows version 2.1 program. The subjects in this study were children in group B at the Mutiara Hati Pulau Burung Kindergarten. To determine the extent of TikTok's influence on kinesthetic intelligence, a normalized gain formula was used, and the result of the formula was 80.6%, which falls into the high category. Data collection techniques included questionnaires, observation, interviews, and documentation. Based on the results of data analysis in the experimental class, t count = 20.833 and t table = 1.77093, so t count > t table (20.833 > 1.77093). The data shows that H0 is rejected and Ha is accepted. Therefore, it can be concluded from the research results that there is an effect of the TikTok application as a learning medium on the kinesthetic intelligence of children at the Mutiara Hati Kindergarten, Pulau Burung District, Indragiri Hilir Regency. Keywords: TikTok, Learning media, Kinesthetic intelligence
Pengembangan Alat Permainan Edukatif Skipping Jump Pelepah Pisang Berbasis Kearifan Rokan Hilir Riau untuk Meningkatkan Motorik Kasar Anak Juliana, Juliana; Heldanita, Heldanita; Bakhtiar, Nurhasanah; Sariah, Sariah; Murniati, Wahyuni; Abdul Nasir Zakaria, Gamal; Irawan, Yossy
E-JURNAL AKSIOMA AL-ASAS Vol 6 No 2 (2025)
Publisher : LPPM STAI La Tansa Mashiro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55171/jaa.v6i2.1527

Abstract

This research is motivated by the lack of development of educational game tools based on local wisdom culture in Rokan Hilir. Furthermore, the gross motor development of children at RA Raudhatush Sholihin is also under-stimulated. This study aims to develop an educational game tool Skipping Jump that has educational value in stimulating aspects of gross motor development in early childhood. The research method is a Research and Development (R&D) type development method with the ADDIE model. Data collection techniques use questionnaires, observation, and documentation. Data analysis techniques in the study are using data obtained from validator input at the validation stage, input from media experts and using statistical score calculations obtained from respondents' answers on a Likert scale.The results of this study were obtained based on assessments from media experts with a percentage of 93%, assessments from material experts were obtained at 96%, assessments from principals and teachers were obtained at 87.8%, so that the assessment from the validator questionnaire was categorized as "Very Appropriate". While the product trial assessment on children obtained a percentage of 90% with the category of "Very Appropriate". This study has implications for several aspects of indicators of children's gross motor development including the development of jumping with several challenges, working together with friends, adjusting the speed of the rope rotation to the speed of the jump, holding the rope correctly and rotating the rope with both hands alternately.