Dhian Gowinda Luh Safitri
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PENGEMBANGAN MEDIA LAPBOOK “ MAKANANKU” DALAM MENINGKATKAN BERPIKIR KRITIS TERHADAP MAKANAN BERGIZI SEIMBANG PADA USIA 5 – 6 TAHUN Rizkia Oktavia Putri; Melia Dwi Widayanti; Dhian Gowinda Luh Safitri; Fatiha Khoirotunnisa Elfahmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.56819

Abstract

This study aimed to develop and examine the practicality and effectiveness of the Makananku lapbook media in improving critical thinking skills regarding balanced nutrition foods among children aged 5–6 years. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The Makananku lapbook was developed as a non-digital learning medium containing various activities designed to foster children's critical thinking skills, including interpretation, analysis, evaluation, and explanation. The participants consisted of 10 children from Group B at TK Negeri Bung Karno Surabaya for instrument testing, 5 kindergarten teachers for the practicality assessment, and 15 children from Group B at TK Negeri Pembina II Surabaya for the effectiveness test. The research instrument was found to be valid and reliable, with a Cronbach’s Alpha coefficient of 0.838. Material expert validation obtained a score of 83%, while media expert validation obtained a score of 93%, indicating that the media was highly feasible. The practicality test showed an average percentage of 96%, categorized as highly practical. The effectiveness test using a one-group pretest-posttest design revealed that the mean pretest score was 11.13 and the mean posttest score was 13.13. The paired sample t-test showed a significance value of 0.001 (p < 0.05), while the Shapiro–Wilk test indicated that the data were normally distributed. Therefore, the Makananku lapbook media was proven to be valid, highly practical, and effective in improving critical thinking skills related to balanced nutrition foods among children aged 5–6 years.
PENGARUH GAME DIGITAL FUN COUNT TERHADAP KEMAMPUAN BERHITUNG ANAK USIA 5–6 TAHUN Alifia Murfidah; Nur Ika Sari Rakhmawati; Ruqoyyah Fitri; Dhian Gowinda Luh Safitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.59414

Abstract

ABSTRACT This study aims to analyze the effect of the Fun Count Digital Game on the numeracy skills of children aged 5–6 years. The study was motivated by the fact that some children still experience difficulties in understanding basic numeracy concepts, such as sequencing numbers, matching number symbols with quantities, and performing simple addition and subtraction. One factor contributing to this condition is the limited availability of learning media that are engaging and appropriate for the characteristics of early childhood learners. Therefore, an innovative technology-based learning medium is needed to enhance children's engagement and learning motivation.This study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The research sample consisted of 26 children aged 5–6 years, divided into two groups: 15 children in the experimental group and 11 children in the control group. The experimental group received treatment through the use of the Fun Count Digital Game, while the control group participated in conventional learning activities. Data were collected through observation and performance tests and were analyzed using the Mann–Whitney U Test with the assistance of SPSS version 25. The results showed that the numeracy skills of children in the experimental group improved more significantly than those in the control group. The average pretest score of the experimental group increased from 11.33 to 14.67 in the posttest, while the control group’s score increased from 10.36 to 13.55. The hypothesis testing results indicated an Asymp. Sig. (2-tailed) value of 0.019 < 0.05, leading to the rejection of H₀ and acceptance of Hₐ. Therefore, it can be concluded that the Fun Count Digital Game has a positive and significant effect on the numeracy skills of children aged 5–6 years. The findings also indicate that digital game-based learning can create a more active, engaging, and meaningful learning experience for children.
PENGARUH PERMAINAN DADU PUTAR TERHADAP LITERASI BAHASA ANAK USIA 5-6 TAHUN Salsabila Shofiyah; Nur Ika Sari Rakhmawati; Ruqoyyah Fitri; Dhian Gowinda Luh Safitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.62481

Abstract

This study aims to analyze the effect of the Dadu Putar (Spinning Dice) educational game on the language literacy skills of children aged 5–6 years at TK Negeri Pembina Surabaya. The study employed a quantitative approach using a quasi-experimental design with a nonequivalent pretest–posttest control group design. The research involved 29 children divided into an experimental group and a control group through purposive sampling. Data were collected using observation, tests, and documentation, while data analysis included validity, reliability, normality, homogeneity, and hypothesis testing using SPSS. The findings revealed that children's language literacy skills improved after the implementation of the Dadu Putar game. The experimental group's average achievement increased from 49.11% on the pretest to 80.36% on the posttest. The paired sample t-test showed a significance value of 0.000 (p < 0.05), indicating a significant difference between pretest and posttest scores. The results demonstrate that the Dadu Putar educational game has a positive and significant effect on improving children's language literacy skills, particularly in recognizing vowels, distinguishing similar letters, and reading simple words. Therefore, the Dadu Putar game can serve as an effective and engaging learning medium for early childhood language literacy development.