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Analysis of Fine Art Learning to Stimulate Creativity in Kindergarten Widya Dwi Hardiyanti; Prayitno Prayitno; Joko Pamungkas
Aulad: Journal on Early Childhood Vol. 8 No. 3 (2025): September-December 2025
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/aulad.v8i3.1259

Abstract

Creativity is an important skill in the 21st century. One of the activities to develop creativity is through the fine arts. This study aims to describe the process of fine art learning in early childhood to develop creativity. This research is a case study approach. The subjects consist of children and teachers at Aisyiyah XI and Nurul Hidayah Kindergarten Surakarta. Analysis data using the Miles, Huberman, and Saldana Models. The results of the study show that the art learning activities carried out include drawing and colouring, painting, mosaics, montage, and collaborative work using blocks and lego. Art learning methods can promote free expression, demonstration, and collaboration. The most effective method to stimulate a child's creativity is to allow the child to express their thoughts and feelings freely. The artworks of free expression-based learning are more varied because they align with the creativity of early childhood.
Technology Learning Integration in Kindergarten: From Play to Programming with ScratchJr Widya Dwi Hardiyanti; Prayitno Prayitno
Teknodika Vol 24, No 1 (2026): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v24i1.110986

Abstract

The rapid advancement of 21st-century technology necessitates that young children become not only digital consumers but also develop 5C (Creative thinking, Critical thinking, Communication, Collaboration, and Computational thinking). One innovative approach to fostering these abilities is through early exposure to programming. However, in the context of Surakarta, Indonesia, programming learning has not yet been widely or systematically implemented in kindergarten. This study aims to explore the programming practices of children aged 5–6 using ScratchJr, a visual programming application designed specifically for young learners. A qualitative case study method was employed, involving 20 children from a Kindergarten in Surakarta. Data were gathered through direct observation and documentation of children's project outcomes during individual 30-45-minute sessions. Findings revealed that the majority of children were capable of exploring ScratchJr features and constructing basic programming sequences to create animated story projects. The children exhibited high levels of engagement, curiosity, and creativity throughout the activity. Many demonstrated an understanding of debugging and symbolic thinking. Moreover, ScratchJr served as an effective medium to support artistic expression, indicating the development of creativity and cognitive growth through interactive digital experiences. In conclusion, programming activities facilitated by ScratchJr offer a developmentally appropriate and engaging approach to enhancing computational thinking and creativity. The study recommends increased investment in digital infrastructure and professional development for educators to enable the broader implementation of programming in kindergarten for preparing young learners to thrive in an increasingly digital global world.
Permainan Coding untuk Menstimulasi Kemampuan Berpikir Komputasional Anak Usia Dini : Tinjauan Pustaka Widya Dwi Hardiyanti; Prayitno; Martha Christianti; Aprilia Rambe; Ulfiyani
Journal for Lesson and Learning Studies Vol. 8 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v8i2.92569

Abstract

Many teachers in kindergarten do not know how to stimulate early childhood computational thinking ability. One way to stimulate early childhood computational thinking ability is through coding games, either using digital device media or without digital device media. This article aims to analyze the types of coding games as a medium that can help stimulate early childhood computational thinking ability. The method used is a systematic literature review using descriptive qualitative data analysis to analyze relevant previous studies. This study examined 40 articles on coding games to stimulate early childhood computational thinking ability in various international journals between 2020 and 2025. The results of the analysis of theoretical studies show that coding games can stimulate early childhood computational thinking ability. This is because coding games involve children getting used to thinking logically, being structured, processing tasks systematically, and solving problems by developing the right solutions. The implications of this study can provide an overview of the types of coding games that can be implemented or practiced by teachers to stimulate early childhood computational thinking ability, by adjusting facilities in schools can use digital media or without digital media.