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Analysis in Honoring the Power of Thought Using Soag Game (Senang Otak Atik Gambar)

Indonesian Journal of Early Childhood Education Studies · Vol. 12 No. 1 (2023) · hlm. 49–57

DOI
10.15294/ijeces.v12i1.67602
ISSN
2476-9584, 2252-8415
Terbit
2023-06-23
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

The purpose of the research to be carried out is to analyze the Android-based SOAG learning media, the planning process for making SOAG learning media and the use of SOAG media to hone children's thinking power. The research subjects were children aged 5-6 years of PAUD Toddies School, with a population sampling technique through non-probability sampling a total of 27 students. So that the sample is taken from the entire population. Data collection techniques from the implementation of this study used observation, interviews and documentation. The data analysis used is qualitative data analysis by referring to the concept of Miles and Huberman with an emphasis on data reduction, data presentation and drawing conclusions. The result of this research is that the process of implementing the SOAG game (Senang Otak Atik Gambar) can be carried out from planning, learning practice and evaluation. In the planning stage, the teacher must make the RPPH more attractive. The learning practice stage uses the SOAG game (Senang Otak Atik Gambar), at this stage the teacher is able to convey the material in more detail, using different teaching styles and methods than usual. As the teacher explains with a visual learning style. The evaluation stage of the SOAG game (Senang Otak Atik Gambar) uses observations and interviews given to children and teachers in providing assessments. This evaluation is an important tool for teachers to determine the level of success of children in improving their cognitive abilities through the SOAG game (Senang Otak Atik Gambar). The conclusion of this study is that the SOAG game learning media (Senang Otak Atik Gambar) is very appropriate and effective to use to optimally hone children's high-level thinking power.

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  • Universitas Islam Nahdlatul Ulama Jepara
  • Sunan Gunung Djati State Islamic University Bandung
  • Sekolah Tinggi Analis Bakti Asih
  • Universitas Mathla'ul Anwar Banten
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Rekan penulisOrganisasiArtikel bersama
Aprilia Riyana PutriUniversitas Islam Nahdlatul Ulama Jepara2
Muh ShofiyuddinUniversitas Islam Nahdlatul Ulama Jepara1
Khalida Citra DewiUniversitas Islam Nahdlatul Ulama Jepara1
M Misbahul MunirAfiliasi tidak diketahui1
isnu mukarromahAfiliasi tidak diketahui1
Yani SuryaniSunan Gunung Djati State Islamic University Bandung1
Firman RezaldiUniversitas Mathla'ul Anwar Banten1
Opik TaupiqurrohmanSekolah Tinggi Analis Bakti Asih1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/ijeces/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">Analysis in Honoring the Power of Thought Using Soag Game (Senang Otak Atik Gambar)</dc:title>
	<dc:creator>Afrianingsih, Anita</dc:creator>
	<dc:creator>Amalia, Dina</dc:creator>
	<dc:creator>Farida, Yushinta Eka</dc:creator>
	<dc:description xml:lang="en-US">The purpose of the research to be carried out is to analyze the Android-based SOAG learning media, the planning process for making SOAG learning media and the use of SOAG media to hone children's thinking power. The research subjects were children aged 5-6 years of PAUD Toddies School, with a population sampling technique through non-probability sampling a total of 27 students. So that the sample is taken from the entire population. Data collection techniques from the implementation of this study used observation, interviews and documentation. The data analysis used is qualitative data analysis by referring to the concept of Miles and Huberman with an emphasis on data reduction, data presentation and drawing conclusions. The result of this research is that the process of implementing the SOAG game (Senang Otak Atik Gambar) can be carried out from planning, learning practice and evaluation. In the planning stage, the teacher must make the RPPH more attractive. The learning practice stage uses the SOAG game (Senang Otak Atik Gambar), at this stage the teacher is able to convey the material in more detail, using different teaching styles and methods than usual. As the teacher explains with a visual learning style. The evaluation stage of the SOAG game (Senang Otak Atik Gambar) uses observations and interviews given to children and teachers in providing assessments. This evaluation is an important tool for teachers to determine the level of success of children in improving their cognitive abilities through the SOAG game (Senang Otak Atik Gambar). The conclusion of this study is that the SOAG game learning media (Senang Otak Atik Gambar) is very appropriate and effective to use to optimally hone children's high-level thinking power.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2023-06-23</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/ijeces/article/view/67602</dc:identifier>
	<dc:identifier>10.15294/ijeces.v12i1.67602</dc:identifier>
	<dc:source xml:lang="en-US">Indonesian Journal of Early Childhood Education Studies; Vol 12 No 1 (2023): June 2023; 49-57</dc:source>
	<dc:source>2476-9584</dc:source>
	<dc:source>2252-8415</dc:source>
	<dc:source>10.15294/ijeces.v12i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/ijeces/article/view/67602/24877</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Indonesian Journal of Early Childhood Education Studies</dc:rights>
</oai_dc:dc>