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Media Video Pembelajaran Interaktif Rumah Adat Sumatera untuk Menstimulasi Kecintaan Budaya dan Pemahaman Konsep Geometri pada Anak Usia Dini Sari, Bela Mayang; Suyadi, Suyadi
JEMS: Jurnal Edukasi Matematika dan Sains Vol. 12 No. 2 (2024)
Publisher : Universitas PGRI Madiun

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Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah media video pembelajaran interaktif yang berfokus pada pengenalan rumah adat Sumatera. Media ini dirancang untuk memenuhi dua tujuan utama, yaitu menstimulasi kecintaan anak usia dini terhadap budaya lokal dan meningkatkan pemahaman mereka terhadap konsep dasar geometri. Penelitian ini menggunakan metode literature review sebagai pendekatan utama untuk menggali informasi, menganalisis, dan merumuskan konsep pengembangan media video pembelajaran interaktif berbasis rumah adat Sumatera. Analisis data yang terkumpul dianalisis menggunakan pendekatan sintesis tematik (thematic synthesis). Hasil pengamatan yaitu Pengembangan media video pembelajaran interaktif berbasis rumah adat Sumatera memiliki urgensi yang tinggi dalam menciptakan pendekatan pembelajaran yang inovatif dan bermakna, khususnya untuk anak usia dini. Media ini tidak hanya berfungsi sebagai sarana pengenalan budaya lokal, tetapi juga berperan penting dalam menstimulasi rasa cinta terhadap budaya bangsa sejak dini. Dengan menggunakan elemen rumah adat Sumatera yang kaya nilai budaya dan bentuk geometrisnya yang khas, anak-anak dapat belajar sambil bermain melalui pengalaman visual dan interaktif yang menyenangkan. Pendekatan ini membantu anak untuk memahami konsep-konsep abstrak seperti geometri secara lebih konkret dan relevan dengan kehidupan sehari-hari. Lebih dari itu, media video pembelajaran ini juga berkontribusi pada upaya pelestarian budaya lokal dalam konteks pendidikan modern.
Permainan Interaktif Sebagai Media Pembelajaran pada Anak Usia Dini Sari, Bela Mayang; Suyadi, Suyadi
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): 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.v5i1.1169

Abstract

This study aims to provide an overview and explain more clearly about interactive games as a learning medium in Early Childhood. This study uses a literature review research method, which is a research approach that involves the collection, analysis, and synthesis of various literature sources relevant to a particular topic. Applying the method by conducting an in-depth literature review to uncover interactive games as a learning medium in early childhood. The data used was obtained from various sources such as scientific articles, journals, and relevant books, which were accessed through the Google Scholar platform. The analysis was carried out by reviewing and interpreting the results of previous research on interactive games in the context of education. This method focuses on an in-depth exploration of how interactive games can form an optimal learning environment to hone thinking skills in early childhood. The results that have been done in four article manuscripts containing interactive games as a learning medium, the essence of the content of the four articles is really extraordinary because it clearly discusses the advantages and disadvantages of integral games in general as a learning medium. In particular, the difference lies in the explanation of the starting point, the importance of understanding or several stages that can be passed as a learning medium. Ultimately, however, it is up to readers, practitioners and researchers to carefully examine the characteristics of interactive games as a learning medium and make decisions about which interactive games should be chosen for the learning media process.
Pengaruh Pembelajaran Project Based Learning (PjBL) berbasis STEAM terhadap Kemampuan Kognitif Anak Fikriyah, Adela Tsamrotul; Hibana, Hibana; Sari, Bela Mayang
Jurnal PG-PAUD Vol 10, No 1 (2024)
Publisher : FKIP UNILA

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Abstract

Children in preschool who are five or six years old and preparing to start primary school are under pressure to have good reading, writing, and math skills, which forces them to pick things up quickly. Due to cognitive skill delays, children require engaging media that adheres to both the Pancasila student profile and the autonomous curriculum. For example, STEAM-based PjBL can be used to enhance the academic abilities of children between the ages of five and six. The study approach employs a quantitative experimental design to ascertain whether variable X has an impact on variable Y. Children's cognitive capacities as variable (Y) and STEAM-based project-based learning (PjBL) as variable X. The 40-student An-Nur 2 Kindergarten serves as the research site. Because random sampling is used in the sampling technique, every member of the population has the chance to be included in the sample, which is picked at random. An observation form on the cognitive capacities of children aged 5 to 6 is used as a research tool. In this study, t-tests, homogeneity, and normality tests were used in the data analysis process. According to research findings, children's cognitive abilities are significantly impacted by STEAM-based Project Based Learning (PjBL). Before going to the elementary school level, STEAM-based PjBL learning activities can serve as a stimulus for kids to work through issues and challenges in learning calistung. Since children's cognitive abilities influence the STEAM system by 60%, it is deemed to be fairly effective for use with children between the ages of 5 and 6 based on the N-Gain score criteria.