3-4岁儿童,通过数字媒介增强认知能力

Fidesrinur Fidesrinur, Nila Fitria, Zahrina Amelia
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摘要

本研究旨在提高3-4岁儿童使用数字游戏媒介的认知能力。这种研究方法是由10名家长参与的实验,有望成为儿童习惯化的替代方案,以直接体验涉及儿童的所有感官。行动研究将在Kemmis & Taggart模型中进行。每个周期包括四个阶段,即:计划、实施行动、观察和反思。研究对象为3-4岁的儿童。采用观察法、访谈法、文献研究法进行数据收集。对收集到的数据进行定性和定量分析。结果表明,第一个周期的认知改善为75%,为良好类别;第二个周期的认知改善为86.8%,为非常好类别。通过对周期1和周期2的分析,研究者可以得出结论:使用数字主流媒体可以提高3-4岁儿童的认知能力。关键词:认知能力,幼儿,数字游戏媒介。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Peningkatkan Kemampuan Kognitif Melalui Media Main Numerik Pada Anak Usia 3-4 Tahun
This study aims to improve the cognitive abilities of children aged 3-4 years using numerical play media. This research method, which is an experiment involving 10 parents, is expected to be an alternative for children's habituation to direct experience involving all of the child's senses. Action research will be conducted in the Kemmis & Taggart model. Each cycle consists of four stages, namely: planning, implementing actions, observing, and reflecting. The research subjects were children aged 3-4 years. Data collection techniques were carried out through observation, interview, documentation study. The data collected were analyzed descriptively qualitatively and quantitatively. The results showed that the cognitive improvement in the first cycle was 75% in the good category and the second cycle reached 86.8% in the very good category. Based on the analysis in cycle I and cycle II, the researcher can conclude that the use of Numerical Main Media can improve the cognitive abilities of children aged 3-4 years. Keywords: Cognitive ability, early childhood, numeric playing media.
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