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Pengembangan Media Pembelajaran Edukatif ‘Bowling Fruit’ Untuk Meningkatkan Kemampuan Motorik Kasar Anak Usia 4-5 Tahun Khotimah, Khotimah; Kharismawati, Indah; Kurnia, Nury
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3422

Abstract

Penelitian ini bertujuan untuk menciptakan media pembelajaran “Bowling Fruit” yang bersifat edukatif guna membantu meningkatkan kemampuan motorik kasar pada anak usia 4-5 tahun. Penelitian ini menerapkan metode Research and Development (R&D) dengan menggunakan model pengembangan ADDIE, yang mencakup lima tahapan: Analysis, Design, Development, Implementation, dan Evaluation. Fokus penelitian ini adalah mengembangkan media permainan edukatif yang diberi nama “Bowling Buah”. Permainan ini terdiri dari bola plastik dan pin bowling yang terbuat dari botol bekas minuman, yang dihias dengan gambar buah-buahan untuk menarik perhatian anak-anak. Data kelayakan produk dikumpulkan melalui angket yang diisi oleh para ahli media pembelajaran dan ahli materi. Produk yang dikembangkan merupakan alat permainan edukatif yang ramah lingkungan, karena memanfaatkan botol bekas yang dicat warna-warni dan ditempeli gambar buah-buahan. Media ini dirancang untuk membantu meningkatkan kemampuan motorik kasar anak usia 4-5 tahun, khususnya dalam aspek melempar, menggulingkan pin, serta melatih koordinasi antara mata dan tangan. Hasil validasi dari para ahli menunjukkan bahwa media ini termasuk dalam kategori “sangat layak”, baik dari segi materi maupun media yang digunakan. Dengan hasil yang sangat memuaskan ini, alat permainan edukatif “Bowling Fruit” dinilai sangat cocok digunakan sebagai media pembelajaran di PAUD Yaa Bunayya Sanenrejo. Selain melatih keterampilan motorik kasar, permainan ini juga terbukti mampu meningkatkan minat dan motivasi belajar anak.
Development of 'Smart Egg Puzzle' as An Innovative Learning Media in Introducing Numbers to Early Childhood Inkasari, Rizka Febrilia; Kharismawati, Indah; Priatiningsih, Selasi
Jurnal Paedagogy Vol. 11 No. 1 (2024): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v11i1.9573

Abstract

This study aims to develop a ‘smart egg puzzle’ as an innovative learning media to introduce numbers to 5-6-year-old children at TK Lab.School IKIP PGRI Jember. This research method used research and development with the ADDIE model, namely Analysis, Design, Development, Implementation, and Evaluation. The instruments used in this study included validation instruments, response questionnaires, pretests, and posttests. Quantitative data analysis was processed by presenting percentages using the Likert scale as a measurement scale. Expert validation in media and material has been conducted to assess the feasibility of developing the 'smart egg puzzle' learning media. Practicality testing was performed by evaluating practicality questionnaire sheets conducted by teachers. Effectiveness testing was carried out using pretests and posttests, with the first test conducted before using the 'smart egg puzzle' media (pretest) and the second test conducted after using the 'smart egg puzzle' media (posttest). The results of this study indicated that the ‘smart egg puzzle’ was found to be highly valid, with an 88.75% validation rate from media experts and an 83.92% validation rate from material experts. Additionally, practical assessments by teachers indicated that the learning media was very practical, with an average score of 90.38%. The effectiveness of the ‘smart egg puzzle’ was tested with pretests and posttests, showing a significant improvement in students' number recognition skills. Developing the ‘smart egg puzzle’ was effective and met the validity, practicality, and effectiveness criteria, making it a suitable learning tool for students at TK Lab.School IKIP PGRI Jember.
Development of E-Book Learning Media in Introducing Science for Early Childhood Djamali, Mochamad Fadil; Kharismawati, Indah
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v7i6.5410

Abstract

The issue of science knowledge comprehension among early childhood children is a complex matter that requires serious attention in many countries, including Indonesia. Several studies indicate that the understanding of science knowledge among early childhood children in Indonesia is still relatively low. One of the efforts to provide a solution to these issues is the development of electronic book (e-book) instructional media. This development research employs the ADDIE model. The ADDIE model's developmental stages include analysis, design, development, implementation, and evaluation. The target audience is Kindergarten Group B children aged 5-6 years from TK Lab.School IKIP PGRI Jember. The instruments used for this research are expert media review, expert design review, expert content review, responses from small and large focus groups. Based on the response results, the understanding of participants reached 90,6%, the appeal was rated at 90,4%, with an overall average of 90,5%. The e-book's development results, based on the participants' responses, indicate that the usage of the e-book is highly suitable and effective in enhancing the understanding of science among children aged 5-6 years.
Effectiveness of Using Android-Based Augmented Reality (AR) Media to Enhance Students' Learning Motivation in Science Lessons Silanto, Wargo; Muis, Abdul; Waris; Kharismawati, Indah
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.10391

Abstract

This study investigates the effectiveness of Android-based Augmented Reality (AR) in enhancing students' learning motivation in science. Using a quasi-experimental design, two groups were involved: a control group, which was taught using conventional methods, and an experimental group, which used AR media. The research sample consisted of 42 high school students, divided into two groups of 21 each. Data were collected through pretests and posttests, as well as a motivation questionnaire adapted from the ARCS model (Attention, Relevance, Confidence, Satisfaction). The results revealed a significant difference in motivation between the two groups, with the experimental group showing an average posttest score of 84.11, compared to 61.72 in the control group. The t-test showed a significant difference (p = 0.001), and N-gain analysis demonstrated that the experimental group had a higher N-gain (77.59%) compared to the control group (56.56%), indicating the effectiveness of AR. Additionally, the experimental group showed significant improvements in attention and satisfaction. This study concludes that Android-based AR is an effective tool for increasing student motivation in science, and recommends further research on its use in other subjects with larger samples.