Dhian Gowinda Luh Safitri
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Pengaruh Media Board Game Terhadap Perkembangan Kognitif Anak Usia 5-6 Tahun: Indonesia Syahira Maddu Cinta Maulidya; Nurul Khotimah; Dhian Gowinda Luh Safitri; Rachma Hasibuan
Jurnal Golden Age Vol. 9 No. 1 (2025): Jurnal Golden Age
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/goldenage.v9i1.31517

Abstract

Penelitian ini bertujuan mengetahui pengaruh media board game dalam meningkatkan perkembangan kognitif anak usia 5-6 tahun di kelompok B2 TK Kemala Bhayangkari 1 Surabaya. Sampel dalam penelitian ini yaitu anak usia 5-6 tahun yang berjumlah 15 anak kelompok B2 TK Kemala Bhayangkari 1 Surabaya. Metode penelitian yang digunakan adalah kuantitatif dengan desain one grup pretest postest melalui pengujian non parametrik Wilcoxon signed rank test. Hasil penelitian menunjukkan peningkatan hasil dari pretest ke postest. Hal ini menunjukkan adanya pengaruh media board game dalam meningkatkan perkembangan kognitif anak usia 5-6 tahun kelompok B2 TK Kemala Bhayangkari 1 Surabaya. Pada media board game materi berkaitan tentang perkembangan kognitif yaitu melengkapi kata, menyebutkan dan menuliskan angka 1-12 seperti pada jam dinding, menarik garis serta mengaitkan antara tempat ibadah dengan agama, memahami arti kata melalui ekspresi seperti kata marah diletakan pada ekspresi marah, dan dapat menuliskan nama diri sendiri dengan baik.
PELATIHAN UNPLUGGED CODING STRATEGI INOVATIF MENINGKATKAN LITERASI NUMERASI ANAK USIA DINI Adhe, Kartika Rinakit; Eka Cahya Maulidiyah; Melia Dwi Widayanti; Dhian Gowinda Luh Safitri; Siti Zairina Nashirah; Siti Nur Fadilah
Jurnal Pengabdian Masyarakat FKIP UTP Vol 7 No 1 (2026): PROFICIO : Jurnal Abdimas FKIP UTP
Publisher : FKIP UNIVERSITAS TUNAS PEMBANGUNAN SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jpf.v7i1.5612

Abstract

Pendidikan Anak Usia Dini (PAUD) memegang peranan strategis dalam membentuk fondasi kemampuan kognitif, sosial-emosional, bahasa, dan fisik anak. Salah satu aspek penting dalam pendidikan usia dini adalah literasi numerasi, yang menjadi dasar bagi pembelajaran matematika dan sains. Namun, capaian literasi numerasi anak-anak Indonesia masih rendah, yang disebabkan oleh metode pembelajaran tradisional dan kurangnya media inovatif. Untuk menjawab tantangan tersebut, pendekatan unplugged coding diperkenalkan sebagai strategi inovatif yang menggabungkan konsep literasi numerasi dengan aktivitas permainan dan eksplorasi tanpa menggunakan perangkat digital. Kegiatan pelatihan ini bertujuan meningkatkan kompetensi guru PAUD dalam mengintegrasikan literasi numerasi melalui pendekatan tematik berbasis unplugged coding. Metode pelaksanaan meliputi perencanaan, survei kebutuhan, pelatihan dan pendampingan, serta evaluasi. Metode analisis yang digunakan adalah metode kuantitatif deskriptif untuk mengukur peningkatan signifikan dalam pemahaman guru melalui data pre-test dan post-test. Hasil kegiatan menunjukkan peningkatan signifikan dalam pemahaman guru (91,4% mencapai skor post-test >80), serta dihasilkannya 35 set media pembelajaran tematik. Uji coba di lima lembaga PAUD menunjukkan peningkatan antusiasme dan kemampuan anak dalam berhitung, mengenal pola, dan bekerja sama. Sebagai bentuk keberlanjutan, terbentuk grup diskusi daring antarguru untuk berbagi praktik baik. Dengan demikian, unplugged coding terbukti sebagai pendekatan efektif dan aplikatif dalam meningkatkan literasi numerasi di lingkungan PAUD.
PENGEMBANGAN MEDIA ECONINGBOX BERBASIS UNPLUGGED CODING UNTUK MENSTIMULASI KEMAMPUAN BERFIKIR LOGIS ANAK USIA 5-6 TAHUN Silvi Ifatur Rohmah; Yes Matheos Lasarus Malaikosa; Mallevi Agustin Ningrum; Dhian Gowinda Luh Safitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42674

Abstract

This study was motivated by the low level of logical thinking skills among 5-6 year old children at ADNI Kindergarten. Logical thinking is a stage of thinking that requires logical abilities in accordance with reality, as well as reasonable thinking. This study focuses on the indicators of classification and pattern recognition. The purpose of this study is to determine the validity, practicality, and effectiveness of the econingbox media in stimulating the logical thinking skills of 5-6 year old children. This study uses a research and development method with the ADDIE model. The targets of this study are children in group B aged 5-6 years at ADNI Kindergarten, Harapan Ibu Kindergarten, and Al-Hikmah Kindergarten. The research data was based on the results of descriptive statistical analysis of the children's learning outcomes at the three institutions using the econingbox media. The validity results from the subject matter experts obtained a percentage of 90.91% with a category of very feasible. Meanwhile, the validity results from the media experts obtained a percentage of 100% with a category of very feasible. The results of the media practicality test by teachers at the first and second institutions obtained a percentage of 92.86%, with a category of very practical. Meanwhile, the results of the practicality test by teachers at the third institution obtained a percentage of 89.29%, with a category of very practical. Based on the results of descriptive statistics, the three institutions sampled in the study showed that the average learning outcomes of children were above 75, reinforced by the Sing. (2-tiled) value from the one-way ANOVA test of 0.027, which is less than 0.05. Based on this, it can be concluded that the Econingbox media is effective in stimulating the logical thinking abilities of children aged 5-6 years.
PENGEMBANGAN MEDIA PEMBELAJARAN SNAKESEDU BOARD UNTUK MENGENALKAN ANGKA 1-10 DALAM BAHASA INGGRIS PADA ANAK USIA 5-6 TAHUN Robi'atul Mudawamah; Dhian Gowinda Luh Safitri; Melia Dwi Widayanti; Fatiha Khoirotunnisa Elfahmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43556

Abstract

The introduction of numbers and foreign languages from an early age is an important aspect of children's cognitive development. However, in kindergarten learning practices, the introduction of numbers 1–10 in English is often carried out through lecture and memorization methods without the support of engaging learning media. This condition makes children less motivated, easily bored, and find it difficult to understand the relationship between number symbols and their pronunciation in English. Therefore, innovative and enjoyable learning media are needed, in line with the characteristics of early childhood learning which tends to occur through play. This study aims to develop the SnakesEdu Board learning media to introduce numbers 1–10 in English to children aged 5–6 years. The research used the Research and Development (R&D) method with the ADDIE development model consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were nine children from TK Islam Al-Fatah Nginden Surabaya. The results showed that the SnakesEdu Board media is valid, practical, and effective in improving children's ability to recognize numbers 1–10 in English.