Fatiha Khoirotunnisa Elfahmi
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PENGARUH GAME EDUKASI MARKISAH (MARI KITA PILAH SAMPAH) DALAM MENINGKATKAN KEMAMPUAN WASTE MANAGEMENT ANAK USIA 5–6 TAHUN Zahra Mahbubah; Melia Dwi Widayanti; Fatiha Khoirotunnisa Elfahmi; Sri Widayati
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.v11i01.43183

Abstract

The waste problem remains a serious issue, necessitating the instilling of environmental awareness from an early age. Observations at Puri Cendekia IES Kindergarten indicate that children aged 5–6 years are unable to properly separate organic and inorganic waste, as their practice is limited to disposing of waste appropriately. This study aims to see the efect of the MARKISAH (Let's Sort Waste) educational game to improve children's waste management skills. The pre-experimentmethod used the ADDIE model, involving 14 children in Group B. Data were collected through expert validation, teacher response questionnaires, pretests and posttests. Data were then analyzed descriptively and quantitatively using N-Gain. The results showed that the MARKISAH game was effective, with an N-Gain value of 0.7390 (73.90%), in the high category. Thus, this game is proven to be feasible and effective in helping children understand and correctly separate organic and inorganic waste.
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.