cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
info.ejournal@undiksha.ac.id
Editorial Address
Jl. Udayana Kampus Tengah Singaraja, Bali, Indonesia
Location
Kota denpasar,
Bali
INDONESIA
Jurnal Pendidikan Anak Usia Dini Undiksha
ISSN : 26139669     EISSN : 26139650     DOI : 10.23887/paud
Core Subject : Humanities, Art,
Jurnal Pendidikan Anak Usia Dini Undiksha is an open access peer-reviewed scientific journal published by Jurusan Pendidikan Dasar Fakultas Ilmu Pendidikan Universitas Pendidikan Ganesha. The journal publishes different kinds of scientific articles based on the field research and program in the area of early childhood education. We received only articles relating to early childhood education fields, and can be written using quantitative or qualitative approaches. Articles can be made in a variety of research designs, such as action research, experiments, and case studies. This journal was published since 2012, and from 2016 we published articles three times a year (April, August, and December).
Arjuna Subject : -
Articles 1,354 Documents
Milenial Parents' Parenting Patterns are in Danger Use of Early Children's Gadgets Ramandhani, Dyah Fitri; Arbarini, Mintarsih; Loretha, All Fine
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 11 No. 3 (2023): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v11i3.67258

Abstract

Parenting influences early childhood gadget use. This study aims to analyze the parenting style of millennial parents regarding the dangers of using early childhood gadgets in the Tunggulrejo Village, Gabus District, Grobogan Regency. This research was conducted using observation, interviews, and documentation of five research subjects for the data collection process. The method of data analysis is carried out directly based on the results of field work, namely data collection, data reduction, data presentation, and drawing conclusions. The results of this study indicate that children with this parenting style become independent and have good creativity, permissive parenting style gives freedom to children without reprimands and punishments, even though children make mistakes. In this study, the parenting style that is mostly applied by millennial parents in using gadgets for children aged 3-6 years in the Tunggulrejo Village tends to use permissive parenting. The negative impacts of using early childhood gadgets in Tunggulrejo Village are eye health problems, children get angry easily, children prefer to be alone, and children are more lazy in doing things. This research is expected to be useful in developing knowledge in the field of education, especially in terms of early childhood care. Furthermore, this research is expected to be the basis of reference for further studies that have related topics.
Implementasi Media Kartu Huruf dalam Meningkatkan Kemampuan Penguasaan Kosakata Anak Usia Dini Mercoria Soraya; Rahmadani, Ni Kadek Aris
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 11 No. 3 (2023): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v11i3.67854

Abstract

Learning in early childhood receives attention so that children's abilities do not progress, one of which is language learning. This research analyzes teachers' strategies for improving vocabulary mastery through letter cards. This qualitative research uses research subjects, namely 3 teachers and children aged 4-5 years, with 25 children. The data collection methods used in this research were observation techniques and interviews with teachers as primary data sources. The analysis technique used in this research is a qualitative descriptive analysis technique referring to the opinions of Miles and Huberman, with three activities: qualitative data analysis, data reduction, data presentation, and conclusion. The results of the research show that the use of letter card media is known to have several contributions to the learning process, one of which is that the use of letter cards can be a medium for letter recognition. Letter cards are also effective for helping children recognize, remember, and understand alphabet letters. Implementing letter card media in early childhood education significantly impacts language development. It can improve vocabulary mastery and practice reading and writing skills by observing the letter cards and children trying to imitate them. The research concludes that letter card media can improve vocabulary mastery abilities in young children.
Bedtime Storytelling: A Method to Enhance Early Childhoods’ Language Development Mulyono, Nono; Herniawati, Ani; Hidayat, Yusuf
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 11 No. 3 (2023): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v11i3.68552

Abstract

Psychologically, young children generally enjoy listening to stories told by their parents. This study aims to analyze the impact of storytelling before bed by parents in order to improve early childhood language development. This research uses a qualitative method with a case study approach. The respondents of this study were 15 mothers and 15 children aged 5-6 years. The methods used to collect data were in-depth interviews and observation. Data analysis techniques use qualitative and quantitative descriptive. The results of the research show that storytelling before bed impacts children's fluency in pronouncing words, vocabulary mastery, self-confidence, and creativity in retelling the stories they hear. In conclusion, storytelling before bed can empirically improve children's language development significantly. Apart from that, this research has implications for the teaching and learning process in PAUD units, where teachers are advised to use the storytelling method during the teaching and learning process. Parents are also advised to get into the habit of telling stories before bed as one of the methods used in developing language in early childhood, especially for young children. 5-6 years.
Technology Acceptance Model Android Puzzle Games Based on Banten Local Culture for Early Childhood Education Asmawati, Luluk
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i1.68559

Abstract

The background to the development of an android-based multimedia model for early childhood cognitive learning requires an analysis of acceptance of puzzle games in early childhood. The aim of the research was to analyze the results of the Banten ancient mosque android puzzle game on the cognitive development of early childhood. The research methodology used a survey of 30 young children. Data collection used observation and interviews. Data analysis was carried out descriptive qualitative. The findings from the research were perceived usefulness 68%, perceived ease of use of Android puzzle games 67%, and user acceptance 88%; The results of the t test obtained a sig value of 0.472 more than 0.05 (0.472 > 0.05), so that the decision to accept Ho could be obtained. This means that there were no differences in student learning outcomes in terms of gender; The results of the t test obtained a sig value of 0.507, more than 0.05 (0.472 > 0.05), so that the decision to accept Ho could be obtained. This means that there was no difference in student learning outcomes in terms of the age range of 5 years and 6 years. The conclusion is that the acceptance of Android puzzle games is very good and can improve the cognitive learning of early childhood children aged 5-6 years. The implication of the results of this study was that the android puzzle game can be used as a cognitive learning medium for children aged 5-6 years. Android puzzle game had an impact on children's learning motivation.
Student Perceptions of Using Spotify for Podcasters as a Storytelling Media Yuniarti
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i1.68673

Abstract

Spotify for Podcasters has emerged as a popular platform for podcast creation. However, its application in early childhood learning requires further exploration. This research aims to analyze the potential and challenges of using the Spotify for Podcasters application as a media storytelling tool in early childhood education. The research employs a mixed-method sequential explanatory approach, combining qualitative and quantitative methods. The study involves students from the Early Childhood Education program enrolled in the Language Development and Storytelling Skills course. Qualitative data collection methods include observation and interviews, while quantitative data are obtained through structured surveys to assess students' perceptions of the application's usage. Results indicate that using Spotify for Podcasters significantly enhances students' storytelling abilities. It helps sharpen skills such as clear pronunciation, appropriate intonation, and word choice. Moreover, the application enables the creation of interactive and engaging stories for a young audience. However, the study also identifies challenges. Students initially faced technical difficulties using the application, including bugs and limitations in accessing Spotify accounts. Storage capacity limitations within the app posed challenges in managing podcast content. The implications suggest that Spotify for Podcasters can improve students' storytelling skills and facilitate more engaging early childhood learning. However, initial training and strategic thinking are necessary to address emerging constraints. This research provides valuable insights into the potential and challenges of utilizing podcasting technology in early childhood education, laying the groundwork for further developments in this field.
Instilling Hindu Character Values through The Development of E-Comic Based Balinese Satua in Kindergarten Windayani, Ni Luh Ika; Dewi, Ni Wayan Risna
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i1.68841

Abstract

There are many benefits associated with the usage of e-comics as a medium for developing Hindu character in early childhood. The aim of the research is to develop e-comic based Balinese media to instill Hindu characters in early childhood. The research uses Research and Development (R&D) with a 4D (define, design, develop, disseminate) model. The e-comic based Satua Bali prototype to instill Hindu characters in students was developed through the stages of making a script, characterizing, sketching, digitizing characters, making storyboards and transferring image files to the LibreOffice Impress (PowerPoint) program. Continued to convert the PowerPoint file into a video. Instruments include observation sheets, interviews, as well as validation, practicality and effectiveness sheets. The data analysis technique for validity uses an average score with valid criteria with a score of more than 8.00. The practical aspect uses three criteria; very practical (7-10), practical (4-6) and impractical (1-3). The effectiveness aspect is carried out using the t-test. Validation results from experts and practitioners show that the material aspect is in the valid category. The practicality of e-comic based Satua Bali to instill Hindu character values ​​in students gets practical response results. The results show that there is an influence of implementing e-comic based Satua Bali in instilling Hindu character values ​​in students. Therefore, it can be concluded that e-comic based Balinese Satua media in instilling Hindu characters in early childhood has been well developed and is useful as a learning medium.
Economic Status, Parenting Patterns, and Duration of Gadget Use Influence the Social Development of Group B Children Milla Ignatesia Ginting; Aslamiah; Novitawati
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 11 No. 3 (2023): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v11i3.68997

Abstract

In the era of globalization, more and more children are being influenced by technological advances. One of the technological advances that children like is gadgets. The introduction of gadgets to children usually starts with parents and family showing videos or games on the gadget in the hope that the child will stop crying and not be fussy. This research aims to analyze and describe parents' economic status, parenting patterns, gadget use duration, and early childhood social development. This research method is descriptive quantitative. The total sample was 158 parents. The data collection instrument uses a questionnaire that meets the validity and reliability test requirements. Data analysis to test hypotheses uses path analysis. Based on the results of this research, it was found that first, there is a direct relationship between economic status and children's social development. Second, parenting styles and children's social development. Third, the duration of gadget use depends on the child's social development. Fourth, economic status and duration of gadget use. Fifth, parenting patterns and duration of gadget use. Sixth, economic status through the duration of gadget use and children's social development. Seventh, economic status through the duration of gadget use and children's social development. It was concluded that there was a relationship between economic status, parenting patterns, and duration of gadget use with the social development of early childhood.
The Effect of the Total Physical Response (TPR) Method on Children’s Listening Skills Tandilo Mamma, Agustinus; Sirjon
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i1.69841

Abstract

Language development in children, especially listening, is still low. This is because in the learning process teachers still use conventional methods. In the learning process, children tend to be passive and do not respond to the information provided by the teacher. Therefore, the aim of this research is to analyze the effect of the Total Physical Response (TPR) method on the listening skills of children aged 5-6 years. This type of research is experimental research that uses a one group pretest and posttest design. The populations in the study were all early childhood children at PAUD. The sample in this study consisted of 15 children who were determined using a purposive sampling technique. The data collection method is carried out through observation using an instrument in the form of an observation sheet. The data analysis method for testing the hypothesis uses the paired sample t-test. The results of the research show that the average pretest score is 2.10, increasing in posttest data to 3.60, and the significance value is 0.000 <0.05, so it can be concluded that the Total Physical Response (TPR) method has a positive effect on the listening skills of children aged 5-6 years. The results of this research have positive implications for the field of education, especially early childhood education because the research produces findings that support previous research conducted in the Eastern region of Indonesia whose samples had different characteristics from previous research.
Learning Video Media Using Dynamic Drawing Principles for Vocabulary Recognition to Improve Early Childhood Speaking Comprehension Ni Luh Elin Widianingsing
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 11 No. 3 (2023): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v11i3.69950

Abstract

There are obstacles to low student learning outcomes. This is caused by teachers who only use the lecture method in the learning process, which results in students not playing an active role in the learning process. This research aims to create learning video media using the principle of dynamic drawing for vocabulary introduction to improve speaking comprehension for young children in group B kindergarten. The media development process follows ADDIE procedures. The data collection method uses a questionnaire, while the instrument uses a rating scale of 1-5. Data analysis was carried out using descriptive statistical methods and quantitative descriptive statistics to describe the average scores from experts regarding the learning video media being developed. The research results show that this learning video passed the validity and practicality tests well, with a "very good" assessment from media experts, material experts, teachers, and students. Thus, this learning video based on dynamic drawing principles is effective in increasing young children's understanding of storytelling, making a positive contribution in the context of multicultural education, and has the potential to become a reference for developing similar products in the future. This research implies that dynamic drawing-based learning video media has great potential to support early childhood learning, especially in understanding animal vocabulary.
Improving 21st Century Competencies: Implementation of Problem- and Project-Based Digital Maze Games in Early Childhood Sutama, I Wayan; Astuti, Wuri; Pramono
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v12i1.69997

Abstract

21st century competencies are very important to develop. Developments continue to occur over time, especially in the fields of technology and economics. However, the reality on the ground shows that 90% of IT use in education is only to access information and videos shown to children. This makes communication only go in one direction and does not stimulate children's critical thinking skills. This research aims to produce a design and analyze the validity of digital maze game media to stimulate 21st century skills in children aged 5-6 years. This research is included in the type of development research using the ADDIE model. The subjects in this study were 30 children with 2 material expert validators and 2 media expert validators. The data collection technique uses a questionnaire. The data that has been collected is then analyzed using descriptive quantitative analysis. The results of the material expert validity test obtained a score of 90% (very feasible), the media expert validation test 97% (very feasible), the results of individual trials obtained a total average of 77.5% (feasible). It can be concluded that the novelty of the digital maze game media is suitable for use in learning to stimulate the 21st century skills of children aged 5-6 years. The implication of this research is that it can attract children's enthusiasm for learning. In this way, children can have collaboration skills, digital literacy, and improve critical thinking skills through problem solving to discover new vocabulary.

Filter by Year

2013 2025


Filter By Issues
All Issue Vol. 13 No. 2 (2025): August - INPRESS Vol. 13 No. 1 (2025): April Vol. 12 No. 3 (2024): December Vol. 12 No. 2 (2024): August Vol. 12 No. 1 (2024): April Vol. 11 No. 3 (2023): Desember Vol. 11 No. 2 (2023): Agustus Vol. 11 No. 1 (2023): April Vol. 10 No. 3 (2022): Desember Vol. 10 No. 2 (2022): Agustus Vol. 10 No. 1 (2022): April Vol 9, No 3 (2021): Desember Vol. 9 No. 3 (2021): Desember Vol 9, No 2 (2021): Agustus Vol. 9 No. 2 (2021): Agustus Vol 9, No 1 (2021): April Vol. 9 No. 1 (2021): April Vol 8, No 3 (2020) Vol. 8 No. 3 (2020): Desember Vol 8, No 3 (2020): Desember Vol 8, No 2 (2020): Agustus Vol. 8 No. 2 (2020): Agustus Vol 8, No 2 (2020) Vol 8, No 1 (2020): April Vol 8, No 1 (2020) Vol. 8 No. 1 (2020): April Vol 7, No 3 (2019): Desember Vol 7, No 3 (2019) Vol. 7 No. 3 (2019): Desember Vol 7, No 2 (2019): Agustus Vol 7, No 2 (2019) Vol. 7 No. 2 (2019): Agustus Vol. 7 No. 1 (2019): April Vol 7, No 1 (2019) Vol 7, No 1 (2019): April Vol. 6 No. 3 (2018): Desember Vol 6, No 3 (2018): Desember Vol 6, No 3 (2018) Vol 6, No 2 (2018): Agustus Vol. 6 No. 2 (2018): Agustus Vol 6, No 2 (2018) Vol 6, No 1 (2018): April Vol. 6 No. 1 (2018): April Vol 6, No 1 (2018) Vol. 5 No. 3 (2017): Desember Vol 5, No 3 (2017): Desember Vol 5, No 3 (2017) Vol 5, No 2 (2017): Agustus Vol 5, No 2 (2017): Vol. 5 No. 2 (2017): Agustus Vol 5, No 1 (2017): April Vol. 5 No. 1 (2017): April Vol 5, No 1 (2017): Vol. 4 No. 3 (2016): Desember Vol 4, No 3 (2016): Vol 4, No 3 (2016): Desember Vol 4, No 2 (2016): Vol. 4 No. 2 (2016): Agutus Vol 4, No 2 (2016): Agutus Vol 4, No 1 (2016): Vol. 4 No. 1 (2016): April Vol 4, No 1 (2016): April Vol. 3 No. 1 (2015): Juli Vol 3, No 1 (2015): Juli Vol 3, No 1 (2015): Vol 2, No 1 (2014): Vol. 2 No. 1 (2014): Juli Vol 2, No 1 (2014): Juli Vol 1, No 1 (2013): EDISI PERDANA Vol 1, No 1 (2013): Juli Vol. 1 No. 1 (2013): Juli More Issue