Every child has a future that is inseparable from the stimulation of the development. The scope of cognitive development is closely related to logicalmathematical intelligence children aged 5-6 years are at the stage of pre-commercial play that begins to require creative material to think concretely and thus requires educational play tools. In fact the use of educational play tools to stimulate logicalmathematical intelligence of children aged 5-6 years in some early childhood education institutions is still not optimal. This is the background of researcher in developing U-Kids card game tools effective, efficient and attractiveto stimulate logical-mathematical intelligence of children aged 5-6 years. This research and development uses the ADDIE development model. These results indicate that the U-Kids card game tool has a percentage of eligibility of 90,7% (very feasible) with an effectiveness aspect of 92,22% (very effective), an efficiency aspect of 90,95% (very efficient) and an attractiveness aspect of 88,88% (very attractiveness). Based on these results it can be concluded that the development of the U-Kids card game tool to stimulate logical-mathematical intelligence of children aged 5-6 years is very valid in terms of effectiveness, efficiency and attractiveness.
Era digital berdampak pada semua aspek kehidupan termasuk dalam pendidikan dan pembelajaran. Pembelajaran berubah dari pola tatap muka menuju ke arah dalam jaringan. Kemudahan dan mobilitas pembelajaran untuk mahasiswa S1 PGPAUD belum didukung oleh sumber belajar yang fleksibel, mudah diakses dan adaptif serta terprogram, sehingga mereka masih tergantung pada kehadiran dosen melalui web meeting dan atau tatap muka. Untuk memecahkan permasalahan tersebut, diperlukan sumber dan program pembelajaran yang efektif dan efisien, serta menarik sehingga mahasiswa dapat belajar secara mandiri maupun kolaboratif secara online. Tujuan penelitian ini adalah untuk mengembangkan e-modul strategi pembelajaran anak usia dini, yang efektif, efisien dan menarik. Metode yang digunakan adalah penelitian dan pengembangan model Borg & Gall. Subyek penelitian ini adalah mahasiswa S1 PGPAUD sejumlah 15 orang untuk uji kelompok kecil dan 40 orang untuk uji kelompok besar. Selain itu melibatkan penguji ahli materi dan desain pembelajaran masing-masing 2 orang. Untuk penguji ahli materi berasal dari dosen S1 PGPAUD dan penguji ahli desain dari dosen jurusan Teknologi Pembelajaran. Metode pengumpulan data dilakukan melalui penyebaran quisener dalam bentuk google form. Analisis data menggunakan teknik prosentase. Simpulan penelitian ini adalah bahwa e-modul ini sangat layak digunakan sebagai salah satu sumber belajar digital pada matakuliah Strategi pembelajaran Anak Usia Dini, karena memenuhi unsur keefektivan, keefisienan, dan kemenarikan.
Abstrak: Tujuan pelatihan ini adalah meningkatkan pemahaman dan keterampilan guru dalam mengembangkan open ended play untuk meningkatkan kompetensi abad 21 pada anak usia 4-6 tahun. Fakta menunjukkan bahwa pembelajaran yang dilakukan oleh guru mengarah pada capaian perkembangan lower order thinking skills sehingga kurang mendukung tercapainya kompetensi tersebut. Metode yang digunakan meliputi pendalaman materi, workshop, peer review, uji coba lapangan dan finalisasi permainan. Hasil pelatihan menunjukkan tingkat partisipasi, keaktivan dan kemampuan mengembangkan open ended play tergolong sangat tinggi. Hal ini dapat dicapai karena sebagian besar peserta menganggap kegiatan ini sangat sesuai, menarik dan menantang untuk diimplementasikan dalam pembelajaran. Abstract: The purpose of this training is to improve the understanding and skills of teachers in developing open ended play to improve 21st century competence in children aged 4-6 years. The facts show that the learning carried out by the teacher leads to the achievement of the lower order thinking skills development so that it does not support the achievement of these competencies. The methods used include deepening the material, workshops, peer reviews, field trials and finalization of the game. The results of the training show that the level of participation, activity and ability to develop open ended play is very high. This was achieved because most of the participants considered this activity very appropriate, interesting and challenging to implement in learning.
Media storybooks based on Augmented Reality can be used by teachers to stimulate motor development about personal hygiene in children aged 4-5 years. The purpose of this research is to produce Augmented Reality interactive storybook media products that are validly tested by media and material experts with categories, effective, efficient and interesting in their use. The type of research used in this research is the type of Research & Development (R and D) research. The assessment criteria are aspects of efficiency, effectiveness and attractiveness. The instrument of quantitative data analysis technique was obtained from the validity of media experts and material experts. The results of accumulated validity from several experts yield a percentage of 97.75% which means it is very feasible to use. The trial used small groups and large group tests with the criteria for assessing effectiveness, efficiency and attractiveness with the results of 87.7%. The accumulation of data from the results of expert validation and group trials was 91.5%, which means that the media is feasible to use. Quantitative data was obtained from the results of interviews with kindergartens in Blitar. The researcher found that the interactive augmented reality storybook about self-cleaning with mare had three eligibility criteria, namely being effective, efficient and attractive to stimulate motor development about personal hygiene in children aged 4-5 years.
This study aims to describe the improvement of learning quality and questioning skill through the scientific approach in children aged 3-4 years. The subjects of this study were the children aged 3-4 years in PAUD Tunas Harapan Blitar. This research used classroom action research based of Kemis and Taggart model, including planning, implementation, observation and reflection phase, consisting of 2 cycles. This research used qualitative and quantitative data analysis. The results showed that the application of scientific approach could improve the quality of learning and the ability of the questioning skill in children aged 3-4 years old.
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