Firda Rahmadini
Universitas Pendidikan Indonesia

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EduGame Maru: Application for Early Mathematics Learning as an Alternative for Optimizing Cognitive Ability for 4-6 Years Children Rr Deni Widjayatri; Lizza Suzanti; Nenden Sundari; Yulianti Fitriani; Rika Ar Nurazka; Firda Rahmadini; Ria Yuliati Ichsan; Nabila Qotrunnida
EduBasic Journal: Jurnal Pendidikan Dasar Vol 4, No 1 (2022): EduBasic Journal: Jurnal Pendidikan Dasar
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ebj.v4i1.40684

Abstract

Mathematics teaching process in kindergarten must adapt to the pandemic situation which require learning from distance. This research develops an Android-based application for learning mathematical concepts, named EduGame Maru, consisting of five types of games: recognizing numbers, algebra, statistics, geometry, and probability. This research aimed to create an interactive, innovative, and practical application as a digital medium. The method used in this research was the RD model, with 4D development (define, design, develop, and disseminate). The EduGame Maru application received a validation result of "very feasible for use," with 3.36 points from media expert validators and 3.64 points from material expert validators, so the average was 3.50. Meanwhile, during the testing at Kindergarten Labschool, Universitas Pendidikan Indonesia, Serang Campus, EduGame Maru application got 3.56 points from the teacher's assessment. In this case, the EduGame Maru application did not only train cognitive abilities but also help children to understand early mathematical concepts by applying the NCTM (National Council of Teachers of Mathematics) principles. Therefore, it can be concluded that EduGame Maru can help teachers and parents optimize the cognitive aspects of children aged 4-6 years, especially early mathematical concepts during online learning.
Pengenalan Media Pembelajaran Digital berbasis Aplikasi Android untuk Anak Prasekolah pada Pendidik Lembaga PAUD Rr Deni Widjayatri; Lizza Suzanti; Fitri Alfarisa; Rika Ar Nurazka; Firda Rahmadini; Desi Safitri; Alifah Audina
Jurnal Pengabdian Masyarakat PGSD Vol 2, No 2 (2022): Jurnal Pengabdian Masyarakat PGSD
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpm.v2i2.50918

Abstract

In the current era, a kindergarten teacher or educator must be smarter in sorting the available digital content based on children's developmental achievements but still freely and easily accessible. Mobile application is one preferable media that can be utilized. This community service aimed to (1) introduce and provide training on the use of android application-based digital learning media for preschoolers to kindergarten educators in Serang City, Banten, and (2) examine the level of satisfaction of kindergarten educators regarding content presented in the Giat Bergerak and EduGame MARU applications. This community service used online training methods through the Zoom application, targeting 45 early childhood educators. Stages of activities include preparation, implementation, and evaluation of the results of activities. The Giat Bergerak mobile application consists of content for gross and fine motor activities, educational games, and information on children's health and safety; while the EduGame MARU application contains content introducing and playing simple concepts of numbers, algebra, geometry, statistics, and probability. Furthermore, on average above 90% of early childhood educators who participated in the program expressed their satisfaction with the Giat Bergerak and EduGame MARU applications which were seen from four aspects, namely content quality, alignment of learning objectives, feedback, and motivation.