Matheos Lasarus Malaikosa, Yes
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The Impact of STEAM Learning with Loose Parts on the Cognitive and Artistic Development of Children Aged 5-6 Years Isnariyati, Eny; Khotimah, Nurul; Setyowati, Sri; Hasibuan, Rachma; Matheos Lasarus Malaikosa, Yes; Fitri, Ruqoyyah
Journal of Islamic Education Students (JIES) Vol. 5 No. 1: May 2025
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14822

Abstract

This study aims to analyze the effect of STEAM learning using Loose Parts on the cognitive and artistic abilities of children aged 5-6 years. The research employs a quantitative approach with a Quasi-Experimental Design. The subjects consist of 48 children divided into experimental and control groups. Hypothesis testing was conducted using the Mann-Whitney U Test, yielding a p-value of < 0.001 (╬▒ = 0.05), indicating a significant difference between the two groups. The findings confirm that STEAM learning with Loose Parts has a positive impact on enhancing young children's cognitive and artistic abilities. This approach not only stimulates creativity and problem-solving skills but also improves logical thinking and artistic expression. Therefore, integrating Loose Parts into STEAM learning can be an effective strategy for optimizing early childhood development.
The Impact of Game-Based Learning Science for Kids on the Development of Logical Thinking in Children Aged 5-6 Years Nur Fadilah, Siti; Fitri, Ruqoyyah; Matheos Lasarus Malaikosa, Yes; Kristanto, Andi; Dewi, Utari; Jannah, Miftakhul
Journal of Islamic Education Students (JIES) Vol. 5 No. 1: May 2025
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14821

Abstract

This study aims to examine the effectiveness of game-based Learning Science for Kids in developing logical thinking skills in children aged 5-6 years. The study involved 17 children as subjects, with data collected through observation sheets. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design, which analyzes the impact of an intervention under controlled conditions using the N-gain test. The results indicate that the average N-gain score obtained was 0.731, categorized as high (g > 0.7). These findings suggest that game-based Learning Science for Kids is highly effective in enhancing children's logical thinking skills. Therefore, this learning model can serve as an effective alternative for strengthening logical thinking abilities in children aged 5-6 years.
PAMIN: An Innovative Interactive Magnetic Board Media to Enhance Alphabet and Counting Skills of 4-5-Year-Old Children Hairani, Sarifah; Matheos Lasarus Malaikosa, Yes; Fitri, Ruqoyyah; Putri Setianingsih, Hesti; Nur Zuama, Shofiyanti
Indonesian Journal of Early Childhood Educational Research (IJECER) Vol. 4 No. 2: December 2025
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/ijecer.v4i2.15521

Abstract

Alphabet and counting skills are fundamental components in the development of early childhood literacy and numeracy. However, many children aged 4-5 are only able to memorize letters and numbers without understanding their concrete forms and meanings. This study aims to develop and examine the effectiveness of PAMIN (Interactive Magnetic Board) as a learning media to enhance alphabet and counting skills in early childhood. The research employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), and was conducted at TK Dharmawanita Tawangsari 2, Sidoarjo. The study involved 23 children in Group A (aged 4ÔÇô5 years). The instruments used included observation sheets, skill tests, and expert validation questionnaires. The results showed that PAMIN is feasible to use, based on validation by subject matter and media experts. Moreover, there was a significant improvement in both alphabet and counting abilities, with an average N-Gain score of 0.81 (classified as high). PAMIN proved to be effective as it integrates enjoyable multisensory learning through a combination of visual, manipulative, and singing methods. This study concludes that PAMIN is an innovative learning media and is recommended to support interactive learning processes in early childhood education.