cover
Contact Name
Ana Billah
Contact Email
anabillah.rahman@gmail.com
Phone
+6281333900923
Journal Mail Official
alathfal.staimpro@gmail.com
Editorial Address
Jalan Mahakam No. 1, Kedopok, Kota Probolinggo
Location
Kota probolinggo,
Jawa timur
INDONESIA
Al-ATHFAL: Jurnal Pendidikan Anak AL-ATHFAL: Jurnal Pendidikan Anak
ISSN : 2723245X     EISSN : 27230813     DOI : https://doi.org/10.46773/alathfal
Core Subject : Education,
AL-ATHFAL: Jurnal Pendidikan Anak,(E-ISSN :2723-0813) |(P-ISSN:2723-245X) is an open access journal containing research articles in the field of Early Childhood Education. AL-ATHFAL receives articles in Indonesian, English, and Arabic. This journal publishes articles twice a year in July and December. Al-Athfal uses the quietest plagiarism checker. This journal is published by the Prodi PIAUD STAI Muhammadiyah Probolinggo.
Articles 4 Documents
Search results for , issue "Vol. 7 No. 2 (2026): April" : 4 Documents clear
ANALISIS PERMAINAN TAPAK GUNUNG SEBAGAI MEDIA PENGEMBANGAN KEMAMPUAN NUMERASI YANG KONTEKSTUAL PADA ANAK USIA 4-5 TAHUN DI PAUD AISYIYAH BUSTANULATHFAL TANGERANG ELOK Parmiyatun; Maya Lestari
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 2 (2026): April
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/7cjbj781

Abstract

This study aims to analyze the use of the traditional game Tapak Gunung as a medium for developing contextual numeracy skills in children aged 4–5 years at PAUD Aisyiyah Bustanul Athfal Tangerang Elok. The study used a descriptive qualitative approach with a critical perspective. The research subjects consisted of 15 children in group A aged 4–5 years as well as teachers and the principal. Data collection techniques were carried out through participatory observation, in-depth interviews, and documentation. The results showed that the Tapak Gunung game modified with number symbols was able to stimulate children's numeracy skills, including number symbol recognition, counting skills, understanding number sequences, and simple pattern recognition. Most children showed an increase in numeracy skills through play activities involving physical movement and social interaction. From a critical perspective, the Tapak Gunung game not only functions as a medium for learning numeracy, but also as a means of preserving local culture and strengthening children's social values ​​amidst the dominance of digital games. Thus, the Tapak Gunung game can be used as an alternative contextual, fun, and meaningful learning medium in developing early childhood numeracy skills.
PENGGUNAAN MEDIA KARTU BERGAMBAR DALAM MENINGKATKAN LITERASI MEMBACA ANAK USIA 5-6 TAHUN: STUDI DESKRIPTIF KUALITATIF DI TK AISYIYAH BUSTANUL ATHFAL PANONGAN 1 Rokhimah; Maya Lestari
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 2 (2026): April
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/wpwdkv87

Abstract

Reading literacy is a basic skill for early childhood as a foundation for language and cognitive development. Children aged 5–6 years are in the early reading stage and therefore require stimulation through engaging and developmentally appropriate learning media. Picture cards combine visual and textual elements to help children recognize letters, words, and simple sentences. This study aims to determine strategies for using picture cards, analyze their effectiveness in improving reading literacy, and identify supporting and inhibiting factors at Aisyiyah Bustanul Athfal Panongan 1 Kindergarten. The study used a descriptive qualitative approach with 22 children in Group B and teachers and the principal as informants. Data were collected through observation, interviews, and documentation, then analyzed using the Miles and Huberman model and triangulation. The results showed that picture cards effectively increased children's interest and reading literacy, as evidenced by improvements in letter recognition, simple word reading, and understanding of meaning. Supporting factors included teacher creativity and children's interests, while inhibiting factors included limited media and differences in children's abilities.
EFEKTIVITAS MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DALAM MENINGKATKAN PEMAHAMAN KONSEP IPA ansori
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 2 (2026): April
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/b57dyf77

Abstract

This study aimed to analyze the effectiveness of Augmented Reality (AR)-based learning media in improving science concept understanding among fifth-grade students at MI At-Taqwa Bondowoso. The research was conducted from August to September 2025 using a quasi-experimental design with a pretest-posttest control group format. The participants consisted of two classes: an experimental group that received AR-based learning and a control group that was taught using conventional instructional methods. The research instrument was a science concept understanding test that had been validated and tested for reliability. Data were analyzed using a paired sample t-test to measure improvements within each group, an independent samples t-test to examine differences between the two groups, and N-Gain analysis to determine the magnitude of conceptual improvement. The results indicated that the mean score of the experimental group increased from 58.40 to 84.20, while the control group improved from 57.80 to 71.60. The paired sample t-test showed significant improvements in both groups (Sig. 0.000 < 0.05), with a higher t-value in the experimental group (t = 14.562). The independent samples t-test revealed a significant difference between the two groups (t = 6.482; Sig. 0.000 < 0.05). The N-Gain score for the experimental group was 0.72 (high category), whereas the control group achieved 0.33 (moderate category). Therefore, AR-based learning media proved to be effective in enhancing science concept understanding among Madrasah Ibtidaiyah students.
IMPLEMENTASI CAMP CHARACTER BERBASIS PERMAINAN TRADISIONAL DALAM PEMBENTUKAN KARAKTER ANAK KELAS B DI TK ALLIM Azizun Rahmawati; Pristie Kartika Amandari; Zulfa Shofiana; Winnuly
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 2 (2026): April
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/a5b9bj34

Abstract

This study aims to describe the Effectiveness of traditional game-based Camp Character and the character development of Grade B children at TK ALLIM Babat. Early character cultivation is crucial, supported by the potential of local wisdom through traditional games as an effective and contextual medium. Using a case study qualitative approach, this research involved Grade B children as subjects, and teachers, facilitators, and the head of school as key informants. Data were collected through participatory observation, in-depth interviews, and documentation, then analyzed using Miles & Huberman's interactive data analysis model. The results show that the Camp Character at TK ALLIM Babat was implemented holistically and structured. A series of activities such as ceremonies, gymnastics, four traditional game posts (engklek, rope skipping, cublak-cublak suweng, egrang batok), horseback riding, Dhuhur prayer, and Al-Qur'an recitation proved. The effectiveness of the Camp Character activities in this study was observed through changes in children's behavior during the implementation of the program. These changes included improvements in cooperation, independence, discipline, responsibility, and sportsmanship, based on direct observational findings. Traditional games successfully created a fun and meaningful learning environment for early childhood in internalizing character values.

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