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Contact Name
Fifi Khoirul Fitriyah, S.Pd., M.Pd.
Contact Email
cej@unusa.ac.id
Phone
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Journal Mail Official
cej@unusa.ac.id
Editorial Address
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Location
Kota surabaya,
Jawa timur
INDONESIA
Child Education Journal
ISSN : 2685189X     EISSN : 26851903     DOI : https://doi.org/10.33086/cej
Core Subject : Education,
Child Education Journal (CEJ) dikelola oleh Tim Redaksi Jurnal dari Fakultas Keguruan dan Ilmu Pendidiakn (FKIP) UNUSA yang diterbitkan oleh Unusa Press. Fokus CEJ adalah pada bidang pendidikan yang secara khusus memiliki ketertarikan pada hasil-hasil penelitian pendidikan anak. Tujuan jurnal ini adalah untuk menampung dan menyebarkan informasi hasil-hasil penelitian tentang fenomena, model pembelajaran inovatif, manajemen pendidikan,pendidikan karakter bagi anak-anak dan kebijakan tentang pendidikan anak.
Arjuna Subject : -
Articles 53 Documents
Tantrum Behavior of Children Aged 3-7 Years Viewed from Parental Parenting Manda Oktafia Wulandari; Hermawati Dwi Susari; Rosyida Nurul Anwar
Jurnal Pendidikan Anak Vol 4 No 1 (2022): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

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Abstract

A temper tantrum is an emotional disorder in children through excessive emotional outbursts such as shouting and crying and is characterized by aggressive body movements caused by parenting. Parenting patterns significantly impact the next child's growth and development. The purpose of the study was to determine how much influence parenting styles have on temper tantrum behavior in children aged 3-7 years. The research was conducted in Garon Village, Kawedanan District, Magetan Regency. The research method uses a descriptive quantitative approach. The number of samples in this study was 40 parents who have children aged 3-7 years. The sampling technique used was a simple random sampling technique. They are collecting data in the study using a questionnaire. The data analysis technique used is multiple linear regression analysis with SPSS. The results showed that authoritarian parenting significantly influences physical, aggressive tantrum behavior in children with a t-count = 1.906, greater than the t table = 1.689. Second, democratic parenting substantially influences children's physical, aggressive tantrum behavior with a t-value = 1.743, which is greater than the t-table value = 1.689. Third, permissive parenting substantially affects children's physical, aggressive tantrum behavior with at count = 3.067, which is greater than the t table = 1.689. Parenting applied by parents has a significant influence on children's behavior, so it is hoped that parents will pay more attention to the parenting used according to the child's development to avoid temper tantrums.
The Development Process of Islamic STEAM Activity Storybooks for Early Childhood Kartika Metafisika; Reza Nur Azizah; Fifi Khoirul Fitriyah
Jurnal Pendidikan Anak Vol 4 No 1 (2022): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

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Abstract

This study aims to design and develop an Islamic Science, Technology, Engineering, Art, and Mathematics (STEAM) Activity Storybook prototype, which is a storybook with STEAM learning activity content in it, and there is an integration between the concept of science and Islamic content. The Design Research with the Plomp Model went through the preliminary investigation, design, and construction phases. The preliminary investigation results showed that Kindergarten teachers did not understand the essential elements in the implementation of STEAM learning and still did not have adequate references and media for STEAM learning implementation. In the design phase, principles in developing the Islamic STEAM Activity Storybook for Early Childhood and criteria for STEM/STEAM learning-based storybooks were formulated before entering the construction phase. The storyboard is developed to determine the narrative, activity sheet, context, or description of the image on the specified book page in the construction phase. The whole process was put forward as a reference for developing the Islamic STEAM Activity Storybook for Early Childhood on other STEAM learning content. The results of this study can help teachers and parents to plan and implement STEAM learning with Islamic content for early childhood.
Plant Puzzle: How to Apply It to Increase Children's Interest in Learning Science? Jelita Jelita; Syarfina Syarfina; Novia Fadhila
Jurnal Pendidikan Anak Vol 4 No 1 (2022): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

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Abstract

Learning science concerning early childhood should focus on a fun learning process. However, children's interest in learning while participating in the science learning process is still low; some children are busy playing alone, disturbing their friends, doing other work, and going in and out for various reasons when science learning occurs. This study aims to increase children's interest in learning science through plant puzzle media. The research used the Classroom Action Research (CAR) with the Kemmis-Taggart model with four stages: plan, implementation, observation, and reflection. The participants are ten children aged 5-6 years at Al Faiz Early Childhood Education (ECE) Langsa, Aceh. The researcher used an observation sheet with four indicators: interest in learning, attention to learning, motivation, and knowledge to obtain improvement data. The results showed an increased children's interest in learning science in each cycle. The average score of children in the Well Developed (WD) category was 76%. In addition, children's activities also showed outstanding improvement during the teaching and learning process. The researcher concluded that plant puzzle media could increase children's interest in learning science. The implication of research related to the effectiveness of plant puzzle media on learning other than science needs to be studied further.
Abhinaya Circuit Video Media in Online Learning to Train Physical-Motor Ability of Early Childhood: A Developmental Studies Erfira Ramadhanty; Retno Tri Wulandari; Munaisra Tri Tirtaningsih
Jurnal Pendidikan Anak Vol 4 No 1 (2022): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

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Abstract

This study aims to develop an Abhinaya Circuit video game media suitable for training gross motor skills in early childhood. This research uses Research and Development research. The method applied in this research refers to the Borg and Gall method, which consists of 10 research steps. In this study, only eight steps were applied; (1) conducting a needs analysis, (2) planning, (3) developing a product design at the beginning, (4) validating the developed product design, (5) revising the product design, (6) conduct trials, (7) revise the product (8) Production. The collected data in this study using observation, interview, and documentation techniques. Data analysis in the form of descriptive quantitative. The results of this study were obtained: (1) the feasibility test results of the Abhinaya Circuit video media were carried out by two validators, namely media expert lecturers and early childhood physical-motoric lecturers. The media expert validator research results are 83.6% with valid criteria and can be used with a little revision. The results of the instrument validation of children's motor physicists were 94.6%, with very valid criteria so that they could be used without revision. (2) The results of product trials in terms of 3 aspects of safety, convenience, and attractiveness (zig-zag running, crawling, throwing balls, cranks, shuttle runs) obtained a total percentage of 94.6%, which was included in the feasible category. Based on the results of the research that has been done, it can be concluded that the Abhinaya circuit media is safe, easy and interesting and can be used as an alternative to stimulate gross motor skills in early childhood, especially children aged 4-6 years.
Chain Whispering Games: The Effective Methods of Developing Receptive Language Skills of Children Aged 5 - 6 Years Ratih Juniati; Azizah Amal; Syamsuardi
Jurnal Pendidikan Anak Vol 4 No 1 (2022): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

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Abstract

This research examines the Whispering Chain Game on Receptive Language Skills of 5-6-year-old Children in Kindergartens in Makassar City. The purpose of this study was to determine the description of children's receptive language skills before being treated, to find out the description of children's receptive language skills after being treated, and to determine whether or not there was an effect of the chain-whisper game on the receptive language skills of children aged 5-6 years in kindergarten. Makassar city before and after the chain whispering activity was given. The research approach used was a quantitative approach with a Quasi-Experimental Design type of research. The population in this study were students aged 5-6 years in TK Aisyiyah Parangtambung. Sampling in this study is cluster random sampling. The sample in this study was 12 children. A total of 6 children in the experimental group and 6 children in the control group. Data collection techniques used were descriptive statistical analysis and non-parametric statistical analysis. Based on the results of the study, it can be concluded that the receptive language skills of children who were treated with the whisper-chain game method in the experimental class were better than in the control class, while Tcount = 87 > Ttable = 2,228 was accepted, and H0 was rejected while Zcount was = 2.36 and Ztable = 0.4906 was rejected. H1 accepts this proves that the whisper-chain game method has a significant effect on receptive language skills in early childhood.
Peran Permainan Pohon Angka dalam menstimulasi Pengetahuan Visual Mengenal Angka 1-10 pada Anak Usia 4-5 Tahun Lukman Haris Firmansah, Muhammad Firman
Jurnal Pendidikan Anak Vol 1 No 1 (2019): Child Education Journal - June 2019
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v1i1.1016

Abstract

Child growth and development are stimulated by various types of games. Number tree is one game that is often used in learning. Lack of facilitator's knowledge of their strengths and weaknesses, so that on this occasion researchers conducted research on numerical trees. The results of this study were obtained by means of interviews and observations, then analyzed using the data triangulation method to obtain valid data. The result of the observation instrument is that 72% of children can take numbers, 82% of children can attach numbers, 85% of children can show numbers. Stimulus, which is created through numerical tree play that is to see the symbol of numbers repeatedly begins the process of taking, pasting, showing and mentioning numbers.  
Peran Permainan Pohon Angka dalam menstimulasi Pengetahuan Visual Mengenal Angka 1-10 pada Anak Usia 4-5 Tahun Muhammad Lukman Haris Firmansah
Jurnal Pendidikan Anak Vol 1 No 1 (2019): Pemanfaatan Media Pembelajaran Inovatif
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v1i1.1016

Abstract

ABSTRAK : Pertumbuhan dan perkembangan anak distimulasi dengan berbagai macam jenis permainan. Pohon angka merupakan salah satu permainan yang sering digunakan dalam pembelajaran. Minim pengetahuan fasilitator mengenai keunggulan dan kelemahannya, sehingga pada kesempatan ini peneliti melakukan penelitian mengenai pohon angka. Hasil dari penelitian ini diperoleh dengan cara wawancara dan observasi, selanjutnya dilakukan analisis menggunakan metode trianggulasi data untuk mendapatkan data yang valid. Hasil instrumen pengamatan yakni 72% anak dapat mengambil angka, 82% anak dapat menempelkan angka, 85% anak dapat menunjukkan angka. Stimulus yang ciptakan melalui permainan pohon angka yakni melihat lambang angka secara berulang-ulang dimulai proses mengambil, menempelkan, menunjukkan dan menyebutkan angka ABSTRACT : Child growth and development are stimulated by various types of games. Number tree is one game that is often used in learning. Lack of facilitator's knowledge of their strengths and weaknesses, so that on this occasion researchers conducted research on numerical trees. The results of this study were obtained by means of interviews and observations, then analyzed using the data triangulation method to obtain valid data. The result of the observation instrument is that 72% of children can take numbers, 82% of children can attach numbers, 85% of children can show numbers. Stimulus, which is created through numerical tree play that is to see the symbol of numbers repeatedly begins the process of taking, pasting, showing and mentioning numbers.  
Strategi Pemanfaatan Aplikasi Kids Center untuk Mengembangkan Kreatifitas Anak Kelompok A di Lingkungan Keluarga Firmanjaya, Allan
Jurnal Pendidikan Anak Vol 1 No 1 (2019): Child Education Journal - June 2019
Publisher : UNUSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v1i1.1018

Abstract

Kreatifitas merupakan salah satu  kompetensi yang dibutuhkan individu. Berbagai jenis rangsangan dapat diberikan untuk menumbuhkan kreatifitas anak. Rangsangan yang diberikan masih terbatas pada lingkungan tertentu yakni lingkungan sekolah, sedangkan pada lingkungan keluarga masih minim. Kids center merupakan salah satu permainan yang dapat merangsang anak berkreasi, sehingga dimanapun anak dapat bermain secara kreatif. Permainan kids center diuji cobakan pada lingkungan keluarga menggunakan desain eksperimen pre test-post test one group design. Hasilnya dianalisis menggunakan uji-t dan uji pihak kiri. Nilai dari uji t menunjukkan bahwa 0.00 < 0.05 hal ini menunjukkan ada perbedaan pre test dan post test. Hasil Uji pihak kiri menunjukkan rata-rata  pre test sebesar 59% < 91 % maka dapat disimpulkan ada perkembangan kreatifitas
Strategi Pemanfaatan Aplikasi Kids Center untuk Mengembangkan Kreatifitas Anak Kelompok A di Lingkungan Keluarga Allan Firman Jaya
Jurnal Pendidikan Anak Vol 1 No 1 (2019): Pemanfaatan Media Pembelajaran Inovatif
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v1i1.1018

Abstract

ABSTRAK : Kreatifitas merupakan salah satu  kompetensi yang dibutuhkan individu. Berbagai jenis rangsangan dapat diberikan untuk menumbuhkan kreatifitas anak. Rangsangan yang diberikan masih terbatas pada lingkungan tertentu yakni lingkungan sekolah, sedangkan pada lingkungan keluarga masih minim. Kids center merupakan salah satu permainan yang dapat merangsang anak berkreasi, sehingga dimanapun anak dapat bermain secara kreatif. Permainan kids center diuji cobakan pada lingkungan keluarga menggunakan desain eksperimen pre test-post test one group design. Hasilnya dianalisis menggunakan uji-t dan uji pihak kiri. Nilai dari uji t menunjukkan bahwa 0.00 < 0.05 hal ini menunjukkan ada perbedaan pre test dan post test. Hasil Uji pihak kiri menunjukkan rata-rata  pre test sebesar 59% < 91 % maka dapat disimpulkan ada perkembangan kreatifitas. ABSTRACT : Creativity is one of the competencies needed by individuals. Various types of stimuli can be given to grow children's creativity. The stimulation given is still limited to certain environments, namely the school environment, while in the family environment is still minimal. Kids center is one game that can stimulate children to be creative, so that wherever children can play creatively. Kids center games were tested on the family environment using an experimental design pre test-post test one group design. The results were analyzed using t-test and left-hand test. The value of the t test shows that 0.00 <0.05 this indicates there is a difference in the pre test andpost test. The left hand test results show that the average pre test is 59% <91%, so it can be concluded that there is a development of creativity.
Penggunaan Permainan Bahasa untuk Meningkatkan Aktivitas Siswa Kelas IV A SD Negeri 01 Metro Pusat Ahmad, Arifin
Jurnal Pendidikan Anak Vol 1 No 1 (2019): Child Education Journal - June 2019
Publisher : UNUSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v1i1.1052

Abstract

Student activities while learning is taking place can be one of indicator of successful teachers. The more activites increase the better the learning and vice versa. The increase in student activities can be done by applying various learning model. On the contrary learning in class IVA SD Negeri 01 Metro Pusat still does not use a variety of model, and this makes students becoming less interested and less attention. Student activities in learning tend to be passive. This study aims is to increase the activity of students through the use of language games in class IVA SD Negeri 01 Metro Pusat. The research method used in this study is qualitative methods through classroom action research. The data analysis technique used is qualitative analysis in order to reveal all student activities and their changes during the learning process and set out in percentage form. Based on the results of data analysis, the students' activities were obtained from the first cycle (70.69%) to the second cycle (80%), competency improvement was 9.31% and from the second cycle (80%) to the third cycle became (90.70%) so the increase is 13.72%.