This study aims to determine the effect of kokoru media (Color Corrugated Paper) on fine motor skills in Group B children at TK Annisa Indralaya Utara. This type of research is a Pre-Experimental O…
This study aims to see the effect of a card box game on the cooperative abilities of group B children at RA Perwanida 2 Palembang. This type of research uses a quasi experiment (Pre-Experimental De…
This research aimed to develop media digital pictured story book basis on canva application on the theme of playing in my surroundings with subtheme “Playing in My Surroundings on the 2nd Grade o…
Penelitian ini memiliki tujuan untuk mempresentasikan dan mendeskripsikan gizi seimbang pada anak usia 5-6 tahun. Metode yang digunakan dalam penelitian ini adalah deskriptif kuantitatif. Sampel pa…
This study focuses on describing the analysis of the use of the TikTok application that contributes to the language development of children aged (5-6 years) in Dwi Tunggal Village. This study uses …
Penelitian ini dilatar belakangi oleh kemampuan bahasa ekspresif pada anak usia 5-6 tahun yang masih rendah, yaitu kurangnya kemampuan belum terampil mengungkapkan pikiran atau perasaannya dalam be…
This study aims to describe the percentage of cognitive scaffolding carried out by parents in children aged (5-6) years related to the stages of scaffolding during the Covid-19 pandemic in Paku Sen…
This study intends to see the effect of Project Based Learning interactive media on the attitude of responsibility in group B children. The research method used in this study is a quantitative expe…
Penelitian ini bertujuan untuk melihat adanya pengaruh dari alat permainan pengukuran terhadap kemampuan pemecahan masalah anak usia dini. Metode penelitian yang digunakan yaitu pre-experimental de…
Analisis Faktor Penghambat Kelancaran Membaca Peserta Didik Kelas III SD Negeri 02 Indralaya. Penelitian ini dilakukan bertujuan untuk mendeskripsikan dan mempersentasekan faktor yang menghambat ke…
The purpose of this study is to develop kinemaster-based learning media in learning mathematics on angle measurement material for class IV C SD Negeri 189 Palembang. The type of this research is re…
Sebanyak 66% persen anak dan keluarga dengan komunikasi dan perkembangan sosial emosional belum berkembang dengan baik, maka hal inilah yang menjadi alasan kuat terjadinya penelitian ini. Tujuan da…
This study aims to develop interactive PowerPoint media based on the scientific approach model on the sub-theme of living things characteristics in class III SD Negeri 68 Palembang and also aims to…
Penelitian ini bertujuan untuk mengidentifikasi perilaku sosial emosional anak usia (5-6) tahun di PAUD Mutiara Kasih Talang Taling Kabupaten Muara Enim. Jenis penelitian ini adalah penelitian desk…
This research develops video animation based learning media Canva application on plant body parts in grade IV SD Negeri 222 Palembang aims to determine the feasibility and practicality of the media…
Tujuan dari penelitian ini yaitu untuk mengembangkan seni gerak tari tanggai untuk anak usia (5-6) tahun di kota Palembang. Penelitian ini menggunakan jenis penelitian pengembangan dengan menggunak…
COGNITIVE DEVELOPMENT ACTIVITES FOR CHILDREN AGED 4-5 YEARS DURING A PANDEMIC IN KANDIS VILLAGE By: Sherly Wahdawati NIM: 06141181621010 Advisor: Dra. Rukiyah, M.Pd Teacher Education For Early Chil…
This research is entitled the role of the teacher in stimulating the development of children's art during the Covid-19 pandemic. This study uses a descriptive research method using a qualitative ap…
This study aims to develop student worksheets with HOTS-based comic illustrations on theme 5 sub-theme 1 in class V SDN 114 Palembang and also to determine the level of validity and attractiveness …
The purpose of this study was to determine the effect of using audio-visual media on students' ability to determine the intrinsic elements of fairy tales for class IV at SD Negeri 190 Palembang. Th…
Fun learning is one of the atmosphere that must be felt by 21st century students. This study aims to determine the effect of using the Role Playing learning model on student learning outcomes in th…
Penelitian ini bertujuan untuk mengembangkan produk media video kegiatan sains berbasis Lifeskill yang teruji kevalidan dan kepraktisannya. Pengembangan dilakukan menggunakan metode pengembangan R&…
The purpose of this study was to determine the effect of using the make a match learning model on the material of plant body parts on the learning outcomes of fourth grade students at SDN 190 Palem…
This study aims to determine the effect of the application of the Mind Mapping model on the learning outcomes of fifth grade students in geometric material at SD Negeri 99 Palembang. The method use…
ABSTRACT This study developed learning evaluation using the Quizizz application on theme 3 sub-themes 1 in class V SD Negeri 98 Palembang which aims to determine the level of feasibility and practi…
ABSTRACT This research develops video animation based learning media KineMaster application on subtheme relation between living things in the ecosystem in grade V SD Negeri 23 Banyuasin I aims to d…
This study aims to find out about the teacher's role in stimulating the fine motor development of group b children at TK Bina Bangsa Palembang during the Covid-19 period. This research uses a quali…
This study aims to develop interactive learning media based on Articulate Storyline on theme 3 material on the digestive system of humans and ruminants class V at SDN 40 Palembang and to determine …
This study aims to apply interactive power point media on theme 5 ecosystem sub-theme 1 ecosystem component in class V SD Negeri 1 Seriguna and to find out the learning outcomes of students in clas…
This research produced a barcode book teaching material based on the local wisdom of Ogan Komering Ilir on theme 1, the cultural diversity of my nation subtheme in class IV SDN 1 Mulyaguna and to d…