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Peningkatan Kemampuan Berhitung Melalui Metode Bermain Kereta Angka Pada Anak Kelompok A di TK Tunas Harapan Lestari, Yesi; Nurmalina, Nurmalina; Indra, Musnar
Jurnal Pendidikan Tuntas Vol. 1 No. 4 (2023): Edisi Desember 2023
Publisher : LPPI Yayasan Almahmudi bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jpt.v1i4.228

Abstract

This research aims to assess the effectiveness of the number train play method in enhancing counting skills in group A children. Counting skills are fundamental cognitive abilities essential in a child's developmental process. This study involved 12 children aged 4-5 years who were enrolled in a local kindergarten's group A.The research was conducted using a quantitative approach with a quasi-experimental design. Participants were divided into two groups: the experimental group, receiving instruction through the number train play method, and the control group, receiving conventional instruction. Data were collected through pre-test and post-test assessments measuring the children's counting abilities.The research results show that the group receiving instruction through the number train play method experienced a significant improvement in their counting skills, while the control group exhibited a lower level of improvement. Data analysis using a t-test revealed a significant difference between the two groups at a significance level of 0.05.This research concludes that the number train play method is effective in enhancing counting skills in group A children. The implications of this study are that play-based methods can be a valuable choice for early childhood counting instruction, offering a more enjoyable and interactive learning experience. It is expected that this research can contribute to the development of more effective teaching methods for early childhood education. Keywords: Cognitive abilities, recognizing number symbols, method of playing number trains.  
Optimalisasi Literasi Digital dan Kreativitas Siswa Sekolah Dasar Melalui Pendekatan Learning by Doing Menggunakan Typingcore dan Microsoft Paint Gumelar, R. Tommy; Purnamasari, Epa Apnan; Anjani, Dewi; Latifah, Latifah; Lestari, Yesi; Zakaria, Achmad; Chessario Ramdoni, Muhammad Ravael; Febriansyah, Rully; Abi Dahlan, Muhamad Atthalah; Hadiwijoyo, Mohammad Rafi
JPM: Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v6i3.2864

Abstract

The digital literacy gap in rural areas remains a major challenge in ensuring equitable education quality in Indonesia, particularly at the elementary school level which often lacks technological facilities. This service aims to optimize basic computer competence and stimulate student creativity through intensive mentoring. The service partners in this activity are elementary education institutions and the surrounding community identified as having limited access to information technology devices. The implementation method uses a Participatory Action Research (PAR) approach with a learning by doing technique focused on three main aspects: hardware introduction, ten-finger typing training using the interactive site Typingcore, and creative visualization using Microsoft Paint. The activity was carried out for six weeks involving active student participation and full support from village officials. The results showed a significant increase in students' understanding of computer device functions and increased fine motor skills in using the mouse and keyboard. Success indicators are seen from the ability of 100% of students to operate booting and shutdown procedures independently, an increase in average typing speed, and the creation of simple, original digital works as activity outputs. The implication of this activity is the formation of students' adaptive mindsets towards technology. In conclusion, the direct practice method proved effective in building children's self-confidence, reducing technology anxiety (technophobia), and becoming a feasible mentoring model to be replicated for areas with similar characteristics.