Kondisi pandemi yang melanda hampir seluruh negara-negara yang ada di dunia, menyebabkan permasalahan pada dunia pendidikan khususnya pada proses pembelajaran. Oleh sebab itu, diperlukan sebuah media yang dapat mensinkronkan seluruh aktivitas pembelajaran. Tujuan inti dari penelitian ini adalah mengembangkan dan menguji kehandalan desain LMS bagi PAUD pada website SIKUMBANG. Menggunakan model pengembangan ADDIE. Subyek yang digunakan dalam ujicoba ini yaitu 3 orang guru dan 26 siswa Taman Kanak-Kanak Lab School Unesa. Hasil LMS yang telah dikembangkan dapat diakses pada laman https://sikumbang.unesa.ac.id. Selain itu dilakukan validasi perangkat yang digunakan dalam LMS dengan menggunakan metode survey yang dilakukan secara daring dengan dinilai sangat layak untuk digunakan. Pada tahap implement (implementasi) dilakukan sebanyak tiga kali pada tema keluarga. Berdasarkan hasil uji terdapat peningkatan jumlah pengguna. Pengguna dapat menggunakan secara mandiri, adanya komunikasi yang baik antara guru dan orang tua dalam pelaksanaan pembelajaran daring menggunakan LMS, guru dalam melaksanakan pembelajaran sesuai dengan tahap pembelajaran daring
This study aims to describe how to foster children’s character throught the use of information technology when children learn at home. Seeing the current phenomena parents and PAUD teachers must be able to manage the existing situation. Shaping the character of the nation's children is very much needed through the habituation of the value of discipline in childhood that allows children to develop themselves into someone who has a noble character, praiseworthy and bring children to good behavior, especially in today's sophisticated technology. Children will get used to doing good for themselves and others by applying it at home. Disciplined personal habits are in the context of forming noble characters, namely whole people, who are skilled at speaking, using good symbols and cues, able to be creative and creative and appreciate the positive things in using information and communication technology that is increasingly advanced today.
This study aims to develop and produce feasible and effective numerical domino game prototype used as learning to recognize symbols of number 1-10 for children aged 4-5 years. The design of study is research and development research adapted from Borg & Gall research and development using Single one shot case study and One Pretest-Posttest Design Group. But the writers used only 9 steps. The subject in this study are Group A children aged 4-5 years in 6 kindergartens in Duduk sampeyan Subdistrict, Gresik District. Data were analyzed using descriptive quantitative. The results of this developmental research are numerical domino game prototype to develop 4-5 years old children’s ability to recognize number 1-10. The operational field testing stage shows The average score is 0.84, categorized as high. Therefore, it can be concluded that the numeric domino game is feasible and effective game used as learning to recognize the symbol of numbers 1-10 in children aged 4-5 years.
The teacher's efforts in providing educational services in schools to introduce children's social and geographical environment can be made using project-based learning (Project Based Learn). This study aimed to determine the effectiveness of project-based learning in improving early children's skills in social and geographic environments. The research design used is a quasi-experimental design. The experimental group was not randomly selected, and the control group was separated into two sample groups. According to the hypothesis, the experiment produced substantial results. So that Ha is accepted, it can be concluded that project-based learning significantly influences the introduction of early childhood's social and geographical environment.
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