PINUS: Jurnal Penelitian Inovasi Pembelajaran 2022-05-11T15:23:23+07:00 Yunita Dwi Pristiani, S.Pd., M.Sc. Open Journal Systems <p>PINUS: Jurnal Penelitian Inovasi Pembelajaran&nbsp;merupakan wadah publikasi penelitian bekerjasama antara Universitas Nusantara PGRI Kediri dengan Pengurus Daerah&nbsp;PGRI Kabupaten dan Kota Kediri dan Pengurus Daerah ISPI Kediri yang terbit 1 tahun 2 kali pada Bulan Maret dan September.<br><a href="" target="_blank" rel="noopener">ISSN (Online) 2442-9163</a><a href="" target="_blank" rel="noopener">ISSN (Print)&nbsp;2621-2390</a><br><a title="click tracking" href="" target="_blank" rel="noopener"><img style="border: none;" src="" alt="click tracking"></a> <a href="">View PINUS Stats</a></p> Pembelajaran Keaksaraan Awal Anak Usia 5–6 Tahun Melalui Pengembangan Media PAK TUA (Papan Kartu Membaca Awal) 2022-05-11T15:23:23+07:00 Elsa Vania Febriyani Rosa Imani Khan Intan Prastihastari Wijaya <p><span class="fontstyle0">The purpose of this study was to determine the development of PAK TUA Media<br>(Preliminary Reading Card Board) for early literacy learning for children aged 5-6<br>years. This research refers to the type of development research. The development<br>procedure used refers to Borg and Gall's research and development procedures. In<br>this study, simplification was carried out into 4 (four) stages (potential and problems,<br>data collection, product design and product validation). The research instrument used<br>is an assessment questionnaire that will be filled out by material experts and media<br>experts. The data analysis uses the Aiken formula to determine the feasibility and<br>attractiveness of the developed product in the form of PAK TUA Media. This study<br>concludes that PAK TUA media is suitable for use as a medium for early literacy<br>learning for children aged 5-6 years</span></p> 2022-05-11T13:47:48+07:00 Copyright (c) 2022 Elsa vania febriyani Elsa, Rosa Imani Khan, Intan Prastihastari Wijaya Game Geometri Digital (Gaged) untuk Pengembangan Kemampuan Kognitif pada Anak Usia 3-4 Tahun 2022-05-11T15:15:06+07:00 Brigita Ika Susanti Intan Prastihastari Wijaya Rosa Imani Khan <p><em>The development of cognitive capacities in early childhood to introduce geometry through digital geometry games seeks to enable children to recognize the shapes of items around them. Geometry games can also help children learn to solve problems on their own. The difficulty in pairing geometric images that match their companion was identified as an issue in the Play Group Santo Yoseph II Kediri for children aged 3-4 years. Researchers are introducing computer games to 5 children aged 3 to 4 years as part of an effort to solve this problem. The study's findings are deemed successful because the results of the assessment of measuring activities through digital geometry game media for students aged 8 to 12 years old were obtained from the calculations in the second cycle.</em></p> 2022-05-11T15:15:06+07:00 Copyright (c) 2022 Brigita Ika Susanti, Intan Prastihastari Wijaya, Rosa Imani Khan