Interactive animation media could provide children good experience and imagination, which serve as important aspects in their intelligence development. However such media that incorporate children’s multiple intelligences and specifically focus on marine biota are relatively limited in number. To have such media is particularly relevant for Indonesia to build awareness among children towards marine environment preservation. Within that framework, the current study attempts to develop interactive animation media on marine lives through waterfall System Development Life Cycle (SDLC). Although the study is still in its analyzing and designing stages, to this point it has shown that the architectural design of the media might benefits classroom activities related to sea biota.
Tujuan penelitian ini yaitu mengetahui persepsi pendidik anak usia dini terhadap Aplikasi EduGame MARU sebagai alternatif media pembelajaran jarak jauh. Pendekatan kuantitatif dengan metode survey digunakan dalam penelitian ini. Teknik pengumpulan data dengan penyebaran kuesioner melalui google form diisi oleh 35 pendidik anak usia dini dengan teknik purposive sampling. Hasil penelitian ini menunjukkan responden memiliki persepsi positif terhadap Aplikasi EduGame MARU karena menumbuhkan semangat, antusias belajar dan menyenangkan bagi anak dalam mengenal matematika permulaan. Aplikasi EduGame MARU pun efektif digunakan selama pembelajaran jarak jauh dan dapat memberikan umpan balik kepada pendidik untuk menyebarluaskan Aplikasi EduGame MARU kepada pendidik anak usia dini lainnya. Rekomendasi dalam penelitian ini adalah Aplikasi EduGame MARU hadir sebagai alternatif media penunjang dalam pembelajaran jarak jauh sehingga kendala yang dihadapi oleh pendidik dapat diatasi dengan optimal.
There are several things that need to be prepared to support children's development through the learning process, one of which is preparing media that can support aspects of their development. Most teachers only use an approach in the form of media images through worksheets without any modifications in the form of games. The purpose of this study is to describe the related Implementation of Mathematical Learning for Early Childhood 4-6 years Through the Traditional Game of Bekel Ball at PG-TK Islam Tirtayasa. This research uses a qualitative method. The research subjects were children aged 4-6 years old. With data collection techniques through an interview, observation, and documentation, classroom Action Research is an activity to improve learning practices to learning activities from problems that arise in learning situations. The results of the study are that there is an increase in the symbols for numbers 1-10 and knowing the shape of a circular geometric circle which if written in proportion is knowing the symbols for numbers 1-10 which is caused by stimulation of the child's brain for cognitive aspects through congklak media, as many children develop very well (BSB) 70% and children who develop as expected as much as 30% while children who know the geometry of circles with an unprecedented development rate as much as 80% and who develop as expected as much as 20%. This is also shown when the process of bekel ball games is done, namely the enthusiasm of children in playing and children are delighted when playing ball together with their friends so that the child does not feel that he is learning as well.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.