Improving 21st Century Competencies: Implementation of Problem- and Project-Based Digital Maze Games in Early Childhood DOI Open Access

I Wayan Sutama,

Wuri Astuti,

Pramono Pramono

и другие.

Jurnal Pendidikan Anak Usia Dini Undiksha, Год журнала: 2024, Номер 12(1), С. 177 - 185

Опубликована: Июнь 8, 2024

21st century competencies are very important to develop. Developments continue occur over time, especially in the fields of technology and economics. However, reality on ground shows that 90% IT use education is only access information videos shown children. This makes communication go one direction does not stimulate children's critical thinking skills. research aims produce a design analyze validity digital maze game media skills children aged 5-6 years. included type development using ADDIE model. The subjects this study were 30 with 2 material expert validators validators. data collection technique uses questionnaire. has been collected then analyzed descriptive quantitative analysis. results test obtained score (very feasible), validation 97% individual trials total average 77.5% (feasible). It can be concluded novelty suitable for learning implication it attract enthusiasm learning. In way, have collaboration skills, literacy, improve through problem solving discover new vocabulary.

Язык: Английский

Meta-Analysis of Challenges and Solutions in Early Childhood Education in Indonesia DOI Open Access
Faiza A.Dali,

Anton Kaharu,

Rusmin Husain

и другие.

International Journal of Scientific Research in Science and Technology, Год журнала: 2025, Номер 12(1), С. 81 - 94

Опубликована: Янв. 13, 2025

Early childhood education faces many complex challenges in this digital era. This study conducted a meta-analysis of 20 SINTA-indexed journals to identify the main faced by early teachers and latest solutions that can be applied. The results analysis show biggest include innovative curriculum development (52%), collaboration with parents (14%), adapting technology era (10%), improving professionalism conducive learning environment managing use (5%). Proposed intensive training for teachers, integration STEAM-based curriculum, wise policies. article provides practical guidelines quality education.

Язык: Английский

Процитировано

0

IMPLEMENTATION OF MAZE GAMES IN LEARNING FOR CHILDREN'S COGNITIVE DEVELOPMENT AT RA AL-KHAIRAT DOI Open Access

Noer Faizah,

Ainol Ainol,

Ivonne Hafidlatil Kiromi

и другие.

GOLDEN AGE JURNAL PENDIDIKAN ANAK USIA DINI, Год журнала: 2023, Номер 7(1), С. 17 - 26

Опубликована: Апрель 10, 2023

This study aims to improve the cognitive development of group B children. Because ability is a part that useful for child's brain, it referred as an aspect emerges and develops rapidly at early age must be stimulated from age. The descriptive qualitative method used in this type research. research methods produce data form observable behavior written or spoken words individuals are known play teaches people psychomotor skills by showing them how do something then practicing play. Ten children B, including three boys seven girls, were subjects study. Children's subject inquiry. found playing maze games can help children's grow develop their full potential, especially during golden years. Teacher motivation, well availability adequate facilities infrastructure, contribute through use games.

Язык: Английский

Процитировано

3

Improving 21st Century Competencies: Implementation of Problem- and Project-Based Digital Maze Games in Early Childhood DOI Open Access

I Wayan Sutama,

Wuri Astuti,

Pramono Pramono

и другие.

Jurnal Pendidikan Anak Usia Dini Undiksha, Год журнала: 2024, Номер 12(1), С. 177 - 185

Опубликована: Июнь 8, 2024

21st century competencies are very important to develop. Developments continue occur over time, especially in the fields of technology and economics. However, reality on ground shows that 90% IT use education is only access information videos shown children. This makes communication go one direction does not stimulate children's critical thinking skills. research aims produce a design analyze validity digital maze game media skills children aged 5-6 years. included type development using ADDIE model. The subjects this study were 30 with 2 material expert validators validators. data collection technique uses questionnaire. has been collected then analyzed descriptive quantitative analysis. results test obtained score (very feasible), validation 97% individual trials total average 77.5% (feasible). It can be concluded novelty suitable for learning implication it attract enthusiasm learning. In way, have collaboration skills, literacy, improve through problem solving discover new vocabulary.

Язык: Английский

Процитировано

0