Matheos Lasarus Malaikosa, Yes
Unknown Affiliation

Published : 9 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 9 Documents
Search

The Impact of Game-Based Learning Science for Kids on the Development of Logical Thinking in Children Aged 5-6 Years Nur Fadilah, Siti; Fitri, Ruqoyyah; Matheos Lasarus Malaikosa, Yes; Kristanto, Andi; Dewi, Utari; Jannah, Miftakhul
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14821

Abstract

This study aims to examine the effectiveness of game-based Learning Science for Kids in developing logical thinking skills in children aged 5-6 years. The study involved 17 children as subjects, with data collected through observation sheets. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design, which analyzes the impact of an intervention under controlled conditions using the N-gain test. The results indicate that the average N-gain score obtained was 0.731, categorized as high (g > 0.7). These findings suggest that game-based Learning Science for Kids is highly effective in enhancing children's logical thinking skills. Therefore, this learning model can serve as an effective alternative for strengthening logical thinking abilities in children aged 5-6 years.
The Impact of STEAM Learning with Loose Parts on the Cognitive and Artistic Development of Children Aged 5-6 Years Isnariyati, Eny; Khotimah, Nurul; Setyowati, Sri; Hasibuan, Rachma; Matheos Lasarus Malaikosa, Yes; Fitri, Ruqoyyah
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14822

Abstract

This study aims to analyze the effect of STEAM learning using Loose Parts on the cognitive and artistic abilities of children aged 5-6 years. The research employs a quantitative approach with a Quasi-Experimental Design. The subjects consist of 48 children divided into experimental and control groups. Hypothesis testing was conducted using the Mann-Whitney U Test, yielding a p-value of < 0.001 (α = 0.05), indicating a significant difference between the two groups. The findings confirm that STEAM learning with Loose Parts has a positive impact on enhancing young children's cognitive and artistic abilities. This approach not only stimulates creativity and problem-solving skills but also improves logical thinking and artistic expression. Therefore, integrating Loose Parts into STEAM learning can be an effective strategy for optimizing early childhood development.
Pengaruh Pembelajaran STEAM Berbahan Loose Parts terhadap Kemampuan Motorik Halus dan Kognitif pada Anak Usia 4-5 Tahun Maromi, Choirul; Setyowati, Sri; Matheos Lasarus Malaikosa, Yes
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 6 No. 1 (2025): Juli
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v6i1.1190

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh pembelajaran STEAM (Science, Technology, Engineering, Arts, and Mathematics) dengan menggunakan bahan-bahan bekas dan bahan alam terhadap kemampuan motorik halus dan kognitif anak usia 4-5 tahun di TK Dharma Wanita Bluru Kidul, Kecamatan Sidoarjo. Penelitian ini menggunakan pendekatan kuantitatif dengan desain kuasi eksperimen. Subjek penelitian terdiri dari 50 anak, yang dibagi menjadi kelompok eksperimen dan kelompok kontrol, masing-masing berjumlah 25 anak. Kelompok eksperimen menerima pembelajaran STEAM dengan bahan bekas dan bahan alam, sementara kelompok kontrol menerima pembelajaran konvensional. Kemampuan motorik halus dan kognitif diukur melalui pre-test dan post-test.   Hasil penelitian menunjukkan bahwa pembelajaran STEAM dengan bahan bekas dan bahan alam berpengaruh positif terhadap peningkatan kemampuan motorik halus dan kognitif anak. Pada kemampuan motorik halus, kelompok eksperimen menunjukkan peningkatan yang lebih besar dibandingkan kelompok kontrol, dengan gain score 2 berbanding 1. Rata-rata skor pre-test kelompok kontrol adalah 7,08 dan post-test 8,08, sedangkan kelompok eksperimen 8,24 dan 10,24. Pada kemampuan kognitif, gain score kelompok eksperimen adalah 2,52, sementara kelompok kontrol 1,32. Rata-rata skor pre-test kelompok kontrol adalah 7,08 dan post-test 8,4, sedangkan kelompok eksperimen 7,56 dan 10,08.
The Impact of Game-Based Learning Science for Kids on the Development of Logical Thinking in Children Aged 5-6 Years Nur Fadilah, Siti; Fitri, Ruqoyyah; Matheos Lasarus Malaikosa, Yes; Kristanto, Andi; Dewi, Utari; Jannah, Miftakhul
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14821

Abstract

This study aims to examine the effectiveness of game-based Learning Science for Kids in developing logical thinking skills in children aged 5-6 years. The study involved 17 children as subjects, with data collected through observation sheets. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design, which analyzes the impact of an intervention under controlled conditions using the N-gain test. The results indicate that the average N-gain score obtained was 0.731, categorized as high (g > 0.7). These findings suggest that game-based Learning Science for Kids is highly effective in enhancing children's logical thinking skills. Therefore, this learning model can serve as an effective alternative for strengthening logical thinking abilities in children aged 5-6 years.
The Impact of STEAM Learning with Loose Parts on the Cognitive and Artistic Development of Children Aged 5-6 Years Isnariyati, Eny; Khotimah, Nurul; Setyowati, Sri; Hasibuan, Rachma; Matheos Lasarus Malaikosa, Yes; Fitri, Ruqoyyah
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14822

Abstract

This study aims to analyze the effect of STEAM learning using Loose Parts on the cognitive and artistic abilities of children aged 5-6 years. The research employs a quantitative approach with a Quasi-Experimental Design. The subjects consist of 48 children divided into experimental and control groups. Hypothesis testing was conducted using the Mann-Whitney U Test, yielding a p-value of < 0.001 (α = 0.05), indicating a significant difference between the two groups. The findings confirm that STEAM learning with Loose Parts has a positive impact on enhancing young children's cognitive and artistic abilities. This approach not only stimulates creativity and problem-solving skills but also improves logical thinking and artistic expression. Therefore, integrating Loose Parts into STEAM learning can be an effective strategy for optimizing early childhood development.
Pengaruh Crossword Puzzle terhadap Kemampuan Pemecahan Masalah Anak Usia Dini Fitrisia Mawarni, Karina; Cahya Maulidiyah, Eka; Dwi Widayanti, Melia; Matheos Lasarus Malaikosa, Yes
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 6 No. 1 (2025): Juli
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v6i1.1275

Abstract

Anak usia dini ketika masa pertumbuhan tentunya mempengaruhi perkembangan berbagai aspek salah satu yang penting diperhatikan merupakan aspek kognitif. Tujuan penelitian ini adalah untuk menganalisis ada atau tidaknya pengaruh crossword puzzle terhadap kemampuan pemecahan masalah pada anak usia dini. Metode penelitian yang digunakan yaitu kuantitatif dan desain yang digunakan pre-experimental dengan jenis one group pretest–posttest. Data dikumpulkan dengan menggunakan participant observation. Sampel pada penelitian ini adalah Kindergaten 3 usia 5-6 tahun di Kaewbut Kusakul School, Padang Be Sa, Amphoe Sadao, Thailand yang berjumlah 16 anak. Data yang terkumpul dianalisis menggunakan uji Wilcoxon yang dibantu program IBM SPSS for Windows versi 27. Hasil pengolahan data menggunakan Wilcoxon, dengan Asymp.Sig (2-tailed) sebesar 0,001 lebih kecil dari 0,05 (0,001<0,05). Selain itu, berdasarkan analisis data yang diperoleh pada pretest mendapat hasil rata-rata (mean) yaitu 3,2. Setelah diberikan treatment kemampuan anak mengalami peningkatan dan terlihat pada posttest. Dapat disimpulkan bahwa Ho ditolak Ha diterima. Berdasarkan analisis data tersebut dinyatakan bahwa ada pengaruh   crossword puzzle terhadap kemampuan pemecahan masalah pada anak usia dini di Thailand.
PAMIN: An Innovative Interactive Magnetic Board Media to Enhance Alphabet and Counting Skills of 4–5-Year-Old Children Hairani, Sarifah; Matheos Lasarus Malaikosa, Yes; Fitri, Ruqoyyah; Putri Setianingsih, Hesti; Nur Zuama, Shofiyanti
Indonesian Journal of Early Childhood Educational Research (IJECER) Vol 4, No 2: Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/ijecer.v4i2.15521

Abstract

Alphabet and counting skills are fundamental components in the development of early childhood literacy and numeracy. However, many children aged 4–5 are only able to memorize letters and numbers without understanding their concrete forms and meanings. This study aims to develop and examine the effectiveness of PAMIN (Interactive Magnetic Board) as a learning media to enhance alphabet and counting skills in early childhood. The research employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), and was conducted at TK Dharmawanita Tawangsari 2, Sidoarjo. The study involved 23 children in Group A (aged 4–5 years). The instruments used included observation sheets, skill tests, and expert validation questionnaires. The results showed that PAMIN is feasible to use, based on validation by subject matter and media experts. Moreover, there was a significant improvement in both alphabet and counting abilities, with an average N-Gain score of 0.81 (classified as high). PAMIN proved to be effective as it integrates enjoyable multisensory learning through a combination of visual, manipulative, and singing methods. This study concludes that PAMIN is an innovative learning media and is recommended to support interactive learning processes in early childhood education. 
Enhancing Children’s Critical Thinking through an Augmented Reality Application: A Digital Solution for Early Childhood Education Rinakit Adhe, Kartika; Safitri, Dhian Gowinda Luh; Matheos Lasarus Malaikosa, Yes; Dorlina Simatupang, Nurhenti; Fauziddin, Mohammad
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 10 No. 2 (2025)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2025.2025.102-14

Abstract

Early childhood education in Indonesia continues to encounter significant challenges in fostering critical thinking skills, particularly in under-resourced environments with limited access to adaptive learning technologies. This study investigates the effectiveness of a digital learning model that integrates Augmented Reality (AR) and Artificial Intelligence (AI) to enhance critical thinking among young children. The model, called SMARP (Storytelling, Modifying, Accessible, Real-time, and Promoting), was developed using a Research and Development (R&D) approach based on the 4D model: Define, Design, Develop, and Deploy. The study involved 32 kindergarten students from TK Nada Ashobah in Surabaya, divided into two groups: Class B2 (experimental) and Class B1 (control). The experimental group used an AR–AI-based application, while the control group followed conventional instruction. Data collection included classroom observations, teacher interviews, and critical thinking pre- and post-tests. Statistical analysis using paired sample t-tests and normalized gain (N-gain) scores showed a significant improvement in the experimental group (N-gain = 0.845, categorized as high), while the control group recorded minimal gains (N-gain = 0.0015). The AR–AI model enabled immersive learning through 3D simulations, narrative interaction, and real-time feedback, which promoted observation, analysis, and decision-making. Furthermore, AI features supported personalized learning pathways, increasing student autonomy and engagement. These findings affirm the potential of AR and AI to improve foundational cognitive abilities in early childhood education. The study highlights the need for context-responsive digital pedagogy and recommends comprehensive teacher training and infrastructure support to ensure sustainability. Future research should explore the model’s scalability, long-term impact, and adaptability across diverse educational settings.
Pengembangan Game EPAG (Exploring Plant Growth) untuk Menstimulasi Pemahaman Literasi Sains Anak Usia Dini Umrotul Laily, Istiqomah; Cahya Maulidiyah, Eka; Matheos Lasarus Malaikosa, Yes; Dwi Widayanti, Melia
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 6 No. 2 (2025): Desember In Progress
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v6i2.1570

Abstract

Kemampuan sains anak usia dini menjadi aspek penting yang perlu dikembangkan sejak dini untuk menghadapi tantangan global. Namun, observasi di Kindergarten Musafireen, Thailand, menemukan bahwa proses pembelajaran masih didominasi oleh pengerjaan worksheet dan minim pemanfaatan media pembelajaran digital secara rutin. Penelitian ini bertujuan mengembangkan game EPAG dan menguji kelayakan serta efektivitasnya pada anak usia 5-6 tahun. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Peneliti memilih metode ini karena ingin mengembangkan sebuah produk yang berupa media pembelajaran. Produk tersebut adalah game EPAG (Exploring Plant Growth) untuk meningkatkan kemampuan pemahaman literasi sains pada anak usia 5-6 tahun. Hasil pengujian pretest dan posttest menggunakan uji paired sample t-test menunjukkan nilai signifikansi 0,000 (p < 0,05), yang mengindikasikan peningkatan signifikan setelah penggunaan game EPAG. Dengan demikian, game ini efektif dalam meningkatkan pemahaman konsep sains anak usia 5-6 tahun. Produk ini juga memberikan pengalaman belajar yang menyenangkan sekaligus mempermudah proses pembelajaran sains secara interaktif. Penelitian ini merekomendasikan penerapan game EPAG sebagai media pembelajaran yang mendukung pengembangan kognitif anak usia dini secara menyeluruh.