2,374 research outputs found

    EARLY CHILDHOOD MOBILE PUZLE GAME FOR LEARNING HIJAIYAH LETTERS

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    The main worship activities of Muslims are praying and reading the Qur'an. Activities are carried out in Arabic which are presented in Hijaiyah letters. The ability to read Hijaiyah letters is very mandatory for Muslims, so this activity needs to be taught to children from an early age. Through learning and playing activities, TK Salman al Farisi I Yogyakarta has taught its students to learn to read Hijaiyah letters. One of the learning activities to recognize hijaiyah letters is a puzzle game. This study aims to develop a multimedia application for learning Hijaiyah letters. How applications are developed according to the needs of early childhood with the concept of a learning and playing environment through smartphone devices The method used in this study is the User-Centered Design (UCD) method, which consists of six steps: Identify Needs, Determine Context of Use, Determine Needs, Generate Solution Design, Design Evaluation, and Implementation. This research produces applications that suit the system needs and user needs with good multimedia quality. The results of the multimedia quality test show that the application gets a score of 4.53 out of a scale of 5. This score indicates that the application has a very good predicate

    SIGANA Banjir: Game Edukasi Kesiapsiagaan Bencana Banjir Untuk Anak Usia 5-6 Tahun

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    Penelitian ini bertujuan untuk mengetahui pemahaman kesiapsiagaan menghadapi bencana banjir pada anak usia dini, karena pemahaman kesiapsiagaan bencana bagi anak usia dini di Indonesia masih sangat rendah. Kurangnya pemberian pengetahuan kesiapsiagaan bencana khususnya bencana banjir pada anak disebabkan oleh praktik pembelajaran yang kurang efektif, karena guru belum menggunakan media pembelajaran yang beragam. Maka penelitian ini merancang produk aplikasi game edukasi berbasis komputer yaitu media pembelajaran yang menampilkan simulasi kesiapsiagaan bencana banjir. Penelitian dilakukan untuk mendesain media pembelajaran untuk pemahaman kesiapsiagaan bencana banjir pada anak usia 5-6 tahun. Metode penelitian ini menggunakan penelitian dan pengembangan dengan desain model ADDIE (Analize, Design, Development, Implementation, Evaluate). Teknik pengumpulan data berupa validasi ahli (Ahli PAUD, Media, Bahasa, dan Kesiapsiagaan Bencana) data uji coba lapangan. Penelitian dilakukan di TK Kelompok B wilayah Kabupaten Lebak. Hasil penelitian menunjukkan bahwa permainan edukasi SIGANA Banjir layak digunakan untuk memberikan pemahaman kesiapsiagaan bencana banjir pada anak. Materi pemahaman kesiapsiagaan bencana banjir pada game ini mencakup : pemahaman bahaya dan sistem peringatan dini; pemahaman mengambil tindakan untuk melindungi diri; pemahaman mengurangi dampak bencana

    Pemanfaatan Game Edukatif dalam Pembelajaran Matematika : Bagaimana Persepsi Siswa?

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    Penelitian ini bertujuan untuk melihat persepsi siswa terhadap penggunaan game edukasi dalam pembelajaran matematika. Metode penelitian yang digunakan adalah kuantitatif deskriptif dengan melibatkan 150 siswa sebagai responden. Kuisioner persepsi digunakan dengan indikator Kepuasan, Keyakinan, Harapan, Preferensi, Penilaian, dan Pengalaman yang telah memenuhi validitas dan reabilitas instrumen. Analisis deskriptif digunakan untuk mengidentifikasi pola dan karakteristik dari data yang dikumpulkan dengan tujuannya adalah untuk menjelaskan fenomena yang diteliti dari segi statistik, dan bukan untuk menguji hipotesis. Berdasarkan hasil penelitian menunjukkan bahwa siswa merasa puas dan yakin bahwa penggunaan game edukasi dapat membantu meningkatkan pemahaman konsep matematika dan memotivasi mereka untuk belajar dengan harapan yang tinggi terhadap penggunaan game edukasi dalam pembelajaran matematika di masa depan. Sementara itu, preferensi siswa juga cukup tinggi dengan penilaian positif terhadap manfaat penggunaan game edukasi dalam meningkatkan pemecahan masalah matematika dan keterlibatan aktif dalam proses pembelajaran. Namun, beberapa siswa juga mengungkapkan kebutuhan akan panduan yang lebih jelas dalam menggunakan game edukasi serta penyesuaian konten game dengan kurikulum dan tingkat kesulitan yang sesuai. Oleh karena itu, penelitian ini merekomendasikan perlunya upaya dalam meningkatkan ketersediaan game edukasi yang sesuai agar manfaat penggunaan game edukasi dapat lebih optimal dalam pembelajaran matematika

    Using Communicative Approach in Teaching Speaking Competence of Young Learners through Home-based Learning

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    This study aims to probe into the use of communicative approach in teaching speaking competence of young learners through a Home-based Learning approach. To master a language, the learner should sharpen their speaking skills/competences. In Indonesia, English is taught as a foreign/second language to young learners. Developing speaking competence will teach young learners English beyond grammar and word function, so that they could freely express their opinions. Being able to express themselves, young learners will have good self-esteem which would, in turn, help them in learning new things and other languages. However, the COVID-19 pandemic urged teachers to alter their method of teaching speaking to young learners as they learn from home and meet their teachers online through a virtual meeting platform. This study found that the materials designed by the teacher do impact in stimulating young language learners to improve their communication skills in English. Keywords: communicative approach, speaking skill, teaching young learner

    Pengaruh Puzzle Terhadap Kapasitas Working Memory yang Diukur Menggunakan Digit Span

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    Eksperimen ini bertujuan untuk melihat pengaruh terhadap pemberian permainann edukatif puzzle dengan peningkatan kapasitas working memory pada anak. Penulisian ini akan menggunakan desain pretest-posttest control group design, dengan menggunakan anak-anak dengan rentang usia 11 hingga 12 tahun, atau yang duduk di bangku SD sebagai partisipan. Bentuk intervensi yang diberikan adalah permainann edukatif puzzle, sedangkan untuk melihat ada atau tidaknya peningkatan kapasitas working memory, penulisian ini akan menggunakan digit span forward dan digit span backward. Hasil menunjukkan bahwaa tidak terdapat perbedaan yang signifikan antara nilai post-test kelompok eksperimen dan kelompok kontrol (t > 0.05, Asymp. Sig. = 0.41). Sehingga diperoleh kesimpulan bahwa tidak terdapat perbedaan yang signifikan antara pemberian permainann edukatif puzzle dengan berbagai tingkatan dan lebih menantang yang disesuaikan dengan usia. Implikasi dari penulisian ini adalah permainann edukatif puzzle tidak memberikan pengaruh yang signifikan terhadap kapasitas working memory anak

    ASEAN 4 KIDS: AN INTERACTIVE APPLICATION FOR LEARNING ASEAN CULTURE

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    With three years to the implementation of ASEAN Community in 2015, knowledge about ASEAN is the basic fundamental building block to the success of the ASEAN Community. A research has revealed that currently there is still a significant knowledge gap about ASEAN among young generation. Therefore, this project aims to fulfill this gap by designing and developing an interactive application for learning ASEAN culture named ā€œASEAN 4 KIDSā€. Objective of this project are to develop an interactive application that encourages young children especially primary school students to learn some basic knowledge about ASEAN and culture of each member countries. The project also aims to raise awareness and understanding of ASEAN, its people and cultures to the target users through ICT. Additionally, the objectives are to explore the use of game-based approach in promoting culture learning as well as to evaluate the effectiveness of the application in learning ASEAN culture. Currently in the market, there are limited numbers of culture teaching applications that integrate various aspects of culture. Furthermore, the products that actually focus on teaching ASEAN Culture are very scarce. Using Flash and Augmented Reality, the system exposes the young children to the technology while they learn from the animation lessons and play the interactive games which are the mechanism to teach about ASEAN and deliver the educational content. Besides, the proposed system, this project also involves the study of how culture is being taught in school and the study of young children nature. As a result, the lessons and games are age-appropriate and match the abilities of the children. As a consequence the system is not only creating a joyful learning for the children but also help create awareness and understanding about ASEAN among them. The prototype system was tested with 5 primary school children aged between nine to twelve years old under the instruction of the developer and parents. The result of the testing showed the excitement of the children towards the system which is a good sign for the implementation in the real learning environment later on

    Socialization Skills and Cooperative Games During The Pandemic: An Experimental Study on Students Having Slow Development of Communication

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    Children are affected by the Covid-19 pandemic, which has lasted nearly three years. The pandemic condition, which requires everyone to stay at home and interact at home, has a negative impact on the development of children's social interactions, particularly their socialization skills. It was discovered that there was a delay in the development of children's socialization due to hampered social learning processes, lack of direct social interaction, lack of social stimulation, and so on, causing children to grow up as individuals who were shy, inferior, and lacked social confidence, necessitating an intensive effort to accelerate their socialization skills so that children's mental development is not hampered, and they can re-adapt to their peers. The experimental design used was a two-sample pre-test-post-test design, with all respondents divided into experimental and control groups. Purposive sampling was used in this study. A socialization skills questionnaire was used as the research instrument. Pearson's alpha was used for validity tests, and Cronbach's alpha was used for reliability tests. Multiple regression was used in hypothesis testing. The data analysis revealed that the difference between pre-test and post-test scores had a t-value of 5.079 and a probability value (sig. 2-tailed) of 0.000 (P0.01) . This finding indicates a difference in socialization skills between KE and KK

    Developing Arabic Educational Games in ā€˜Arabiyah Lil Athfal Entrepreneurship Course Using Project-Based Learning

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    Arabic educational games proven to have the advantages of making learning more entertaining also enhancing students' interest and excitement for learning Arabic. In light of these benefits, studies suggest that Arabic language teachers should receive training in the design, planning, implementation, and evaluation of educational games in order to enrich learning and teaching experiences, activate learner's role, and benefit from educational games to achieve targeted direct knowledges. However, there is a paucity of research on teaching prospective Arabic teachers to build Arabic instructional games, particularly in the entrepreneurial context. Using qualitative methods, this study aims to indicate the project-based learning approach utilized to create Arabic instructional games as part of Arabiyah lil Athfal Entrepreneurship course in State Islamic University (IAIN) of Kediri, East Java, Indonesia. It is found that project-based learning in Arabiyah Lil Athfal's class satisfied several defined criteria: centrality, driving question, constructive investigations, autonomy, and realism. The project was demonstrated to be a substantial component of the course and worthy of being regarded core

    The Teachers' Pedagogic Competence in Teaching English through Online and Offline Setting

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    Nowadays, a new trend in the teaching and learning process emerges along with the development of technology. This study aims at exploring the pedagogical competence of English teachers at SMPN 8 Satap Maiwa. It also aims at finding out the students' perceptions of their teachers' pedagogical competence. There were three kinds of instruments in this study. They were observation, interview, and a questionnaire. Based on the interviews, the results showed that the teachers enjoyed teaching in the classroom, and they were interested in conducting online instruction even sometimes found problems in doing the process. Based on the questionnaire, the researcher found students perceived their teachers as quite good instructors in the classroom. Finally, the researchers suggested to the teachers that they should always intend to improve their competence by applying some new methods to make students better understand the materials

    Development of Health Educational Game Application ā€œWorm Freeā€ Based on Android

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    Background: Strategies for preventing and controlling worms are carried out by increasing PHBS behavior from an early age. Health promotion efforts such as health education for student have been carried out, one of which was through the game method (gamification) which was able to stimulate various senses, attract and be liked by children. In line with the development of communication and information technology, digital-based educational models were very necessary and helpful in improving children's thinking patterns, creativity, and ability to obtain health information. This study aims to develop a digital game application "worm-free" based on Android. Method: This studied conducted Research and Development (R&D) design with five stages namely needs analysis, product design development, validation, revision, limited trial and field test. Result: The validation results of media experts and material experts as well as limited trials concluded that the digital game product was informative, easy to access and use, and interesting so it was very feasible to use and proven to increase PHBS knowledge for Helminthiasis prevention in primary school students. Conclusion: It is recommended that digital game health education "Worm Free" based on Android can be widely utilized by the community, especially elementary school children to increase PHBS knowledge and behavior to prevent worms from early age
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