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Audible Book Based on Pancasila Student Profiles as a Media for Introducing Quadrilaterals for Elementary School Students Oktaviani, Cici; Rahayu Murti; Zeva Adi Fianto; Adam Aliathun Amin; Ulfiyani
Journal of Education Reseach and Evaluation Vol 8 No 3 (2024): August
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i3.76515

Abstract

Technological developments are spreading to all sectors, including education. As educators, we are required to utilize technology in learning, Many students have difficulty understanding geometric material, which is often presented in a conventional and less interesting way. On the other hand, education in Indonesia also aims to shape students' character in accordance with Pancasila values, such as mutual cooperation, integrity and independence. However, approaches that integrate character education with subject teaching are still limited. This research aims to analyze a mathematics audible book based on Pancasila student profiles that is feasible and practical as a medium for introducing rectangular flat shapes for fourth grade elementary school students by utilizing technological developments. The research uses the ADDIE model. The test subjects were fourth grade elementary school students, involving 94 students and 3 teachers. Data collection techniques through interviews and questionnaires. Data analysis uses the Aiken'v index. The results of the research show that overall the use of a mathematics audible book is feasible and practical as a medium for introducing rectangular shapes for class IV elementary school. The implications of this research are This book is designed to introduce the quadrilateral concept in an interesting way and in line with the Pancasila student profile, which emphasizes values ​​such as mutual cooperation, integrity and independence.
Effect of word card media on grade 1 students’ early reading skills Mardiah, Dede; Cahyani, Isah; Putri, Yasmin Gehan; Ulfiyani; Mayang, Dewi
Indonesian Journal of Educational Development (IJED) Vol. 6 No. 1 (2025): May 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v6i1.4700

Abstract

Language skills are essential in daily life, particularly in education. At the elementary level, reading development progresses through basic and advanced stages. Many first-grade students continue to struggle with early reading due to inadequate learning stimulation, limited use of instructional media, and low engagement during lessons. This study investigates the effect of using word card media on the early reading skills of first-grade students at SDN Purwadadi 1, Subang Regency. A pre-experimental method with a one-group pretest-posttest design was applied, involving 27 students. Data were collected through a performance assessment test, where students demonstrated their reading abilities before and after the intervention. The results showed an improvement in the average score from 58.96 in the pretest to 65.11 in the posttest, with a 10.43% increase. Statistical analysis using the Wilcoxon Signed Rank Test showed a significance value of < 0.05, indicating a meaningful difference between the two tests. The findings suggest that word card media effectively enhances early reading skills, creates a more engaging learning experience, and increases student participation in the classroom. It is recommended that teachers integrate word card media into early reading instruction to enhance student interest, increase engagement, and improve reading outcomes.
Permainan Coding untuk Menstimulasi Kemampuan Berpikir Komputasional Anak Usia Dini : Tinjauan Pustaka Hardiyanti, Widya Dwi; Prayitno; Martha Christianti; Aprilia Rambe; Ulfiyani
Journal for Lesson and Learning Studies Vol. 8 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v8i2.92569

Abstract

Many teachers in kindergarten do not know how to stimulate early childhood computational thinking ability. One way to stimulate early childhood computational thinking ability is through coding games, either using digital device media or without digital device media. This article aims to analyze the types of coding games as a medium that can help stimulate early childhood computational thinking ability. The method used is a systematic literature review using descriptive qualitative data analysis to analyze relevant previous studies. This study examined 40 articles on coding games to stimulate early childhood computational thinking ability in various international journals between 2020 and 2025. The results of the analysis of theoretical studies show that coding games can stimulate early childhood computational thinking ability. This is because coding games involve children getting used to thinking logically, being structured, processing tasks systematically, and solving problems by developing the right solutions. The implications of this study can provide an overview of the types of coding games that can be implemented or practiced by teachers to stimulate early childhood computational thinking ability, by adjusting facilities in schools can use digital media or without digital media.