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Journal : review of education science and technology

Character Education and Socio-Emotional Development of Early Childhood Amalia, Irfa Nur; Indarsih, Fajar; Fatqurhohman, Fatqurhohman
Review of Education, Science, and Technology Vol 1 No 2: December 2025
Publisher : Ihsan Cahaya Pustaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66031/reset.v1i2.45

Abstract

Character education in early childhood serves as the foundation for personality development, morality, and socio-emotional competence. This study employs a qualitative approach with a critical and systematic literature review to analyze the concepts, values, mechanisms, and impacts of character education on children’s socio-emotional development. Findings indicate that character education is effectively fostered through modeling, habituation, guidance, supervision, and meaningful play activities. Core values such as honesty, discipline, tolerance, independence, religiosity, and nationalism underpin emotional regulation, empathy, social skills, and value-based decision-making. Families as primary environments, early childhood education institutions (PAUD) as systemic support, structured curricula, and communities as social experience spaces synergistically promote holistic character development. In the digital era, healthy digital literacy and active guidance from parents and teachers are essential to ensure technology supports, rather than hinders, value internalization. This study emphasizes the critical role of character education in shaping adaptive, prosocial, and integrity-driven young children.
Penerapan Gamifikasi dalam Pembelajaran Digital: Kajian Literatur Konseptual Sidik, Duwi Purnama; Amalia, Irfa Nur
Review of Education, Science, and Technology Vol 1 No 3: April 2026
Publisher : Ihsan Cahaya Pustaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66031/reset.v1i3.260

Abstract

Perkembangan pembelajaran digital mendorong pemanfaatan gamifikasi sebagai strategi untuk meningkatkan motivasi dan keterlibatan peserta didik, namun efektivitasnya masih bervariasi. Penelitian ini bertujuan untuk menganalisis secara kritis karakteristik, dampak, peran desain, serta keterbatasan gamifikasi dalam pembelajaran digital menggunakan pendekatan systematic literature review. Data dikumpulkan dari artikel ilmiah bereputasi dan dianalisis melalui teknik analisis tematik untuk mengidentifikasi pola dan kesenjangan penelitian. Hasil menunjukkan bahwa gamifikasi mampu meningkatkan motivasi, keterlibatan, dan hasil belajar, tetapi keberhasilannya sangat bergantung pada kualitas desain, konteks implementasi, dan karakteristik pengguna. Penggunaan elemen permainan secara parsial cenderung menghasilkan dampak jangka pendek, sedangkan desain berbasis teori mampu menciptakan pembelajaran yang lebih berkelanjutan. Penelitian ini menegaskan bahwa gamifikasi harus diposisikan sebagai pendekatan pedagogis berbasis desain dan teori, dengan kontribusi utama pada penekanan integrasi desain, teori, dan konteks sebagai faktor kunci efektivitas pembelajaran digital.