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Journal articles on the topic 'Mobile kindergarten'

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1

Anagnostopoulou, Panagiota, and Athanasios Drigas. "Mindfulness, Kindergarten, and Mobile Applications." International Journal of Online and Biomedical Engineering (iJOE) 20, no. 15 (2024): 109–20. https://doi.org/10.3991/ijoe.v20i15.51341.

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The following review explores the use of mobile applications in mindfulness practices. Also, it examines the fundamental characteristics of mobile applications that might enhance their effectiveness. This study is the third and final phase of a project that aims to investigate the advantages of technology and mindfulness in kindergarten. In the first two parts, we examined the use of social robots and virtual reality in mindfulness interventions. The objective of this paper is to present existing research on mobile applications and mindfulness, evaluate the possible advantages and obstacles of
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Et.al, Muhammad Modi Lakulu. "The Usability Evaluation of Adik Jom Baca: A Mobile Educational Application for Kindergarten Malay Language Early Reading." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 1048–53. http://dx.doi.org/10.17762/turcomat.v12i3.841.

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Many recent research emphasized the potential of mobile educational application for enhancing early reading among kindergarteners. From the Framework of Mobile Application for Kindergarten Early Reading, the researchers was developed a novel and fascinating mobile educational application for kindergarten early reading, Adik Jom Baca. This study explored the usability the mobile application by using Usability Metrics for Mobile Learning User Interface for Children. This metric evaluated the usability of application from three dimensions; effectiveness, efficiency and satisfaction. The evaluatio
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Jong, Katharine E., and Bruce K. Armstrong. "A lesson from kindergarten on mobile phones." Australian and New Zealand Journal of Public Health 21, no. 6 (1997): 555–57. http://dx.doi.org/10.1111/j.1467-842x.1997.tb01752.x.

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Drigas, Athanasios, Georgia Kokkalia, and Alexandra Economou. "Mobile Learning For Preschool Education." International Journal of Interactive Mobile Technologies (iJIM) 10, no. 4 (2016): 57. http://dx.doi.org/10.3991/ijim.v10i4.6021.

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Nowadays preschool education is considered crucial for a child’s development. Recent researches support the view that the role of kindergarten in children’s progress is very important, as this age is sensitive for their future academic and social life. The use of mobile learning is recognized as a tool that can foster the knowledge and the experiences for this age and the support of specific areas according to the educational perspective. In this paper we try to give a brief overview of the most representative studies of the last decade (2005-2015), which focus on the skills that are explored
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Putu Aditya Antara, I Made Tegeh, and I. Gusti Ayu Agung Manik Wulandari. "Social-Emotional Stimulation of Early Childhood Through Adaptive Mobile Learning Media Based on Tri Hita Karana." Jurnal Pendidikan dan Pengajaran 58, no. 1 (2025): 183–93. https://doi.org/10.23887/jpp.v58i1.85354.

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Lack of support and resources hampers children's development, thus impacting their social growth. Based on this, this study aims to analyze the effectiveness of Adaptive Mobile Learning-Based Learning Media on Early Childhood Social-Emotional. This type of research is qualitative research. The research design used at the product effectiveness stage is one group pre-test and post-test design. The intended pre-test is the trial subject to see social-emotional abilities. The effectiveness of developing THK-based adaptive mobile learning learning media involves all 19 children in the Kindergarten
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Papadakis, Stamatios, Michail Kalogiannakis, and Nicholas Zaranis. "Teaching mathematics with mobile devices and the Realistic Mathematical Education (RME) approach in kindergarten." Advances in Mobile Learning Educational Research 1, no. 1 (2021): 5–18. http://dx.doi.org/10.25082/amler.2021.01.002.

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Nowadays, smart mobile devices such as tablets and accompanying applications (apps) are a part of young children's daily lives. In kindergarten education, properly designed digital educational activities can become a potent educational tool for efficient and effective learning. These tools allow children to take advantage of new learning platforms and effectively reach new knowledge through activities related to their immediate interests and real-life scenarios in learning domains, such as mathematics. At the Department of Preschool Education, University of Crete, systematic research was carri
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Saputra, Tohari, Abdul Harits Pamungkas, Bilchoir, and Nimas Septriani. "Kindergarten Teacher's Paradigm Against Problems That Often Arise In Learning: The Perspective of Early Childhood." International Journal of Education and Teaching Zone 2, no. 3 (2023): 475–82. http://dx.doi.org/10.57092/ijetz.v2i3.101.

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This study aims to analyze the teacher's paradigm of problems in learning from the perspective of early childhood. This type of research is descriptive qualitative. The subject of this research is Nur Toyyibah Kindergarten in Eka Jaya, Jambi City. The population in this study were all teachers who taught at Nur Toyyibah Kindergarten, totalling five people. In contrast, the sample in this study was four teachers at Nur Toyyibah Kindergarten, where the sample was taken using the kurtosis sampling technique. The data collection technique was carried out using a multilevel interview technique wher
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Salsabila, Zulpa. "Design of Innovative Kindergarten System on Mobile Technology." International Journal of Emerging Trends in Engineering Research 8, no. 5 (2020): 2186–93. http://dx.doi.org/10.30534/ijeter/2020/115852020.

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Rukhiran, Meennapa, Arpaporn Phokajang, and Paniti Netinant. "Development of Mobile Learning English Web Application." International Journal of Information Technology and Web Engineering 17, no. 1 (2022): 1–25. http://dx.doi.org/10.4018/ijitwe.313571.

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E-learning has become an important part of distance education to comprehend students' skills and knowledge during the COVID-19 pandemic. The adoption of e-learning for kindergarten children is a challenging key for design and development that must be involved in parental care during the use of e-learning. This research aims to design and evaluate a digital learning English system based on a web application for kindergarten students who require additional attention from instructors and parents. The study investigates students' learning achievement and end-user perceptions based on the extended
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Moradi, Mohammad, and Kheirollah Rahsepar Fard. "A Method to Diagnose, Improve, and Evaluate Children’s Learning Using Wearable Devices Such as Mobile Devices in the IoT Environment." Mobile Information Systems 2020 (October 30, 2020): 1–25. http://dx.doi.org/10.1155/2020/8850244.

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Every day we see an increasing tendency to use technology in education. In recent years, the impact of technology on the education process has received much attention. One of the important effects of technology is that it increases children’s motivation and self-confidence and increases group collaboration. The purpose of this paper is to transform the traditional classroom into a modern classroom in order to increase the ease and efficiency of the teaching process. The method includes phases of diagnosis and improvement. In the diagnose phase, the classroom is equipped with modern items such
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Ali, Abdulameer Aldujaili, Dauwed Mohammed, Meri Ahmed, and Sami Abduljabbar Safa. "Smart internet of things kindergarten garbage observation system using Arduino uno." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 6 (2022): 6820–28. https://doi.org/10.11591/ijece.v12i6.pp6820-6828.

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Increase the in population and kindergarten number, especially in urban areas made it difficult to properly manage waste. Thus, this paper proposed a system dedicated to kindergartens to manage to dispose of waste, the system can be called smart garbage based on internet of things (SGI). To ensure a healthy environment and an intelligent waste in the kindergarten management system in an integrated manner and supported by the internet of things (IoT), we presented it in detail identification, the SGI system includes details like a display system, an automatic lid system, and a communication sys
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Zaranis, Nicholas, Michail Kalogiannakis, and Stamatios Papadakis. "Using Mobile Devices for Teaching Realistic Mathematics in Kindergarten Education." Creative Education 04, no. 07 (2013): 1–10. http://dx.doi.org/10.4236/ce.2013.47a1001.

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Mohamad, Abdul Jalil, and Muhammad Modi Lakulu. "A Framework of Mobile Educational Application for Kindergarten Early Reading." International journal of Multimedia & Its Applications 9, no. 4/5/6 (2017): 113–19. http://dx.doi.org/10.5121/ijma.2017.9610.

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Schiffer, Stefan, and Alexander Ferrein. "ERIKA—Early Robotics Introduction at Kindergarten Age." Multimodal Technologies and Interaction 2, no. 4 (2018): 64. http://dx.doi.org/10.3390/mti2040064.

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In this work, we report on our attempt to design and implement an early introduction to basic robotics principles for children at kindergarten age. One of the main challenges of this effort is to explain complex robotics contents in a way that pre-school children could follow the basic principles and ideas using examples from their world of experience. What sets apart our effort from other work is that part of the lecturing is actually done by a robot itself and that a quiz at the end of the lesson is done using robots as well. The humanoid robot Pepper from Softbank, which is a great platform
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Aldujaili, Ali Abdulameer, Mohammed Dauwed, Ahmed Meri, and Safa Sami Abduljabbar. "Smart internet of things kindergarten garbage observation system using Arduino uno." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 6 (2022): 6820. http://dx.doi.org/10.11591/ijece.v12i6.pp6820-6828.

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<span lang="EN-US">Increase the in population and kindergarten number, especially in urban areas made it difficult to properly manage waste. Thus, this paper proposed a system dedicated to kindergartens to manage to dispose of waste, the system can be called smart garbage based on internet of things (SGI). To ensure a healthy environment and an intelligent waste in the kindergarten management system in an integrated manner and supported by the internet of things (IoT), we presented it in detail identification, the SGI system includes details like a display system, an automatic lid system
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Febtriko, Anip. "PEMAKAIAN MOBILE ROBOT DALAM MENINGKATKAN PERKEMBANGAN KOGNITIF ANAK USIA DINI DI TAMAN KANAK-KANAK." Rabit : Jurnal Teknologi dan Sistem Informasi Univrab 2, no. 2 (2017): 234–43. http://dx.doi.org/10.36341/rabit.v2i2.215.

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Cognitive interpreted the intellectual potential consisting of stages of knowledge, understanding, application, analysis, synthesis, evaluation. Cognitive means issues involving the ability to develop rational skills (reason). This study aims to determine the improvement of cognitive development of children in recognizing the form after applied method of playing Mobile Robot in kindergarten. This type of research is a classroom action research conducted in two cycles. Population in the sampling amounted to 20 children. Research data on cognitive development in recognizing form and creativity c
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Delcker, Jan, and Dirk Ifenthaler. "Mobile Game-Based Language Assessment." International Journal of Emerging Technologies in Learning (iJET) 15, no. 03 (2020): 195. http://dx.doi.org/10.3991/ijet.v15i03.11672.

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Abstract - The goal of this article is to provide insight into the design, development and evaluation of a game-based language assessment tool for tablets. The overall objective was to create a mobile application for practitioners in kindergarten, enabling these practitioners to gather relevant language data from children aged three to five. An automated analysis of the data provides information about the child’s language skills. If a need for support in language development can be found in the data, the application offers further possibilities how stakeholders can support a children’s learnin
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18

Shargunam, S., and G. Rajakumar. "Interactive Learning Application for Kindergarten Education Using Mobile Based Augmented Reality." Asian Journal of Engineering and Applied Technology 11, no. 1 (2022): 25–28. http://dx.doi.org/10.51983/ajeat-2022.11.1.3301.

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This paper presented about the augmented reality learning application for kindergarten education. This paper explains how the learning application is developed and used to increase the motivation and engagement of the children. Education is transferred from traditional way of learning to the use of immersive, interactive technologies. Game based learning environment is very useful for children to learn very efficiently. Marker based Augmented Learning application is developed using Unity 3D game engine and hardware used for viewing is mobile phone. Augmented learning application consists of tw
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Wang, Yanzhen, and Maizatul Hayati Mohamad Yatim. "Design, Implementation and Evaluation of a Serious Game for Obesity Prevention19 among Preschool Children." International Journal of Creative Multimedia 2, no. 1 (2021): 19–41. http://dx.doi.org/10.33093/ijcm.2021.1.2.

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This paper presents the design, implementation and evaluation of a kindergarten based prevention on childhood obesity among preschool children. The prevention applies motivational game-based learning and behaviour change theories during design. Preschool children are the main target group for this study because preschool childhood obesity has been found correlated to obesity in later years of childhood, thus preventing and treating preschool obesity are particularly important. There have been few prevention and interventions that have targeted game based strategies in the kindergarten to promo
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20

Merz, Redaktion. "Mobile Medien - Ihr Einfluss auf Gesellschaft, Jugend und Bildung." merz | medien + erziehung 59, no. 3 (2015): 88–90. http://dx.doi.org/10.21240/merz/2015.3.22.

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Friedrich, Katja/Siller, Friederike/Treber, Albert (Hrsg.) (2015). smart und mobil. Digitale Kommunikation als Herausforderung für Bildung, Pädagogik und Politik. München:kopaed. 265 S., 16,00 €. Wagner, Ulrike (Hrsg.) (2014). vernetzt_öffentlich_aktiv. Mobile Medien in der Lebenswelt von Jugendlichen. München: kopaed. 129 S., 16,80 €. Bächle, Thomas Christian/Thimm, Caja (Hrsg.) (2014). Mobile Medien – Mobiles Leben. Neue Technologien, Mobilität und die mediatisierte Gesellschaft. Berlin: LIT. 273 S., 19,90 €. Mediennutzung heute ist digital, smart und vor allem mobil – unabhängig von Ort und
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21

Meiyanti, Estri, Santoso, and Mochammad Widjanarko. "Local Wisdom-Based Market Game to Improve Kindergarten Children's Language Skills." Journal of Psychology and Instruction 6, no. 3 (2023): 145–54. http://dx.doi.org/10.23887/jpai.v6i3.52675.

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The lack of children's language skills is influenced by the need for students' ability to socialize. It is because children spend more time playing mobile games. This study aims to develop and describe the design of a market game based on local wisdom in Rembang to improve children's language skills. This research method used the Research and Development (R&D) method using Borg and Gall with ten stages. The population in this study were all Kindergarten B children in Gugus Dewi Sartika Rembang. The samples in this study were Group B children at Nugraha Putra Kindergarten, Melati Kindergart
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Yafie, Evania, Yudha Alfian Haqqi, Adlan Alif, and Alfi Rohmatul Azizah. "Development of Mobile Apps NextGen Leadership Program to Improve Managerial Competence and Supervision of Kindergarten Principals." Jurnal Mutiara Pendidikan 5, no. 1 (2025): 37–49. https://doi.org/10.29303/jmp.v5i1.8636.

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The article delves into the development of the NextGen Leadership Program for Mobile Apps. An effective principal manager must know how to encourage teamwork among teachers and other school staff to give them more agency. Encourage the participation of all education staff in a variety of activities that promote school programming and provide opportunity for education personnel to reflect on their profession. However, the conditions in the field found several problems related to the managerial and supervision abilities owned by the school principal. Pay attention to this, a solution is needed t
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Kim, Da Rae. "A Study On Kindergarten Teachers’ Experience of The Digital Media Utilization Class." Korean Society for Holistic Convergence Education 27, no. 3 (2023): 21–48. http://dx.doi.org/10.35184/kshce.2023.27.3.21.

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The purpose of this study is to find out the experience of kindergarten teachers’ digital media utilization classes by conducting focus group interviews. Focus group interviews were conducted from October 30, 2022 to November 29, 2022 with 12 teachers who are in charge of each of three private kindergartens in Seoul. As a result of the study, first, the necessity of classes using digital media was found to reflect the trend of the times, the role of an interesting assistant teacher. Second, growing from a simple recipient to a creator to a provider, integrated education through digital media w
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Drigas, Athanasios, and Georgia Kokkalia. "Mobile Learning for Special Preschool Education." International Journal of Interactive Mobile Technologies (iJIM) 10, no. 1 (2016): 67. http://dx.doi.org/10.3991/ijim.v10i1.5288.

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Nowadays the development of the Mobile Learning (ML) in children’s progress is thought significant. However, its role in special preschool education is recognized crucial, as it is a tool that can foster the knowledge and the experiences for this sensitive age. The support of specific areas in preschool education according to the educational perspective is thought significant with the maintenance of the mobile applications. In this paper we present a brief overview of the most representative studies of the last decade (2005-2015), which concentrates on skills that are examined in special kinde
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Andiani, Andiani, and Gaga Permana Putra. "WORD DROP GAME." EXPLORE 12, no. 1 (2022): 80. http://dx.doi.org/10.35200/explore.v12i1.535.

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Abstrak
 Word Drop Game adalah suatu aplikasi permainan yang dapat membantu anak menambah kosakata dengan cara menyenangkan. Metode yang digunakan untuk mendapatkan informasi mengenai analisa kebutuhan anak balita dan taman kanak-kanak ini yaitu dengan studi pustaka. Dari analisis dan perancangan yang didapat, word drop diimplementasikan menjadi aplikasi yang menarik minat belajar anak. Pembuatan aplikasi ini memakai ecplise, pengujian dan implementasi ke dalam telephone seluler android, sehingga dapat di simpulkan bahwa Word Drop Game dapat digunakan di telephone seluler dan dapat memban
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Prasetya, Renaldi Primaswara, Febriana Santi Wahyuni, and Deddy Rudhistiar. "Implementasi Game Tebak Gambar Binatang Berbasis Android Sebagai Media Pembelajaran Anak Usia Dini." Journal Of Computer Science Contributions (JUCOSCO) 4, no. 1 (2024): 23–36. http://dx.doi.org/10.31599/w7pdmm55.

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The increasingly rapid development of technology, especially mobile phone devices has targeted all groups, including young children aged 3 to 5 years, so like it or not,parents have to supervise their children. But in reality, technology cannot be avoided. As a parent, the most important thing right now is how to ensure that the mobile devices playing with children can be handled well and have a positive impact on their children, although supervision is still needed. Supervision of children who are already at school cannot be carried out continuously. At school, parents can only expect for the
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Anfang, Günther, and Kathrin Demmler. "Medienkompetenzförderung in der Kita." merz | medien + erziehung 62, no. 2 (2018): 12–20. https://doi.org/10.21240/merz/2018.2.9.

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An welchen Grundbedürfnissen und Fähigkeiten der Kinder muss sich Medienarbeit in der Kita orientieren? Welche Rolle spielen dabei mobile Medien in der praktischen Arbeit im Kindergarten und Hort? Ausgehend von grundsätzlichen Überlegungen zu Voraussetzungen und Zielen medienpädagogischer Arbeit in der Kita werden am Beispiel eines Modellprojekts in einer Münchner Kindertageseinrichtung wichtige Kriterien der frühen Medienarbeit mit Kindern herausgearbeitet und praktisch erprobt.
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А.Маsharipovа. "METHODOLOGICAL CHALLENGES FOR THE DEVELOPMENT OF PRIMARY SCHOOL EDUCATION IN KARAKALPAKSTAN DURING THE YEARS OF INDEPENDENCE." Eurasian Journal of Academic Research 2, no. 2 (2022): 85–87. https://doi.org/10.5281/zenodo.6060928.

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This article includes much information from sphere of preschool education and based on sources about the enrollment of preschool children in preschool education institution and the activities of organization.
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Annarumma, Maria, Ines Tedesco, and Luigi Vitale. "Mobile Generation, Digital Devices and Preschool Education." International Journal of Digital Literacy and Digital Competence 9, no. 4 (2018): 19–32. http://dx.doi.org/10.4018/ijdldc.2018100102.

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Contemporary children live in the digital environment and develop very quickly the natural ability in using technologies. At an international level, scientific research confirms the widespread use of mobile devices in the family and the increasing children exposure to these. This study mainly focuses on the following aspects: the benefits of touch devices for games and creativity and the risks related to possible delays in social and linguistic development and to addictions. In Italy, statistical surveys reveal a contradictory scenario: on the one hand, the digitization of citizens complies wi
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Heni, Heni, and Ahmad Jalaludin Mujahid. "Pengaruh Penggunaan Smartphone terhadap Perkembangan Personal Sosial Anak Usia Pra-Sekolah." Jurnal Keperawatan Silampari 2, no. 1 (2018): 330–42. http://dx.doi.org/10.31539/jks.v2i1.341.

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The purpose of this study was to determine the effect of smartphone use on the social personal development of children in school at Al-Marhamah Kindergarten. This study used quantitative methods with cross sectional design. The population in this study were all parents of students and Al-Marhamah kindergarten students in Majalengka Regency with total sample of 33 mothers and 33 children. Tthe sampling technique used was simple random sampling. The analysis used univariate by using frequency distribution and bivariate by using Chi Square test with α = (0, 05). The results showed that there was
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Fernandez, Janine Marie, Marie Donalyn Janine, Camela Pepito, Kaitlin Marie Opingo, and Veronica Calasang. "Teachers' and Parents' Perceptions on the Impact of Mobile Dependency on Early Learners' Language Development." World Journal on Education and Humanities Research 4, no. 2 (2024): 102–13. https://doi.org/10.2209/wjher.4.2.

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This study examines the perceptions and strategies of parents and teachers regarding the impact of mobile device usage on early learners' language development in selected private schools in Cebu. Utilizing a quantitative research design, data were collected through a validated questionnaire distributed to kindergarten teachers and parents. The findings reveal that both parents and teachers perceive a very high negative impact of mobile device usage on various aspects of language development, including vocabulary acquisition, sentence construction, pronunciation, and overall communication skill
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Afrizal, Thomas, Naely Farkhatin, and Dwi Yulistyanti. "Usability Testing Pada Software Berhitung Berbasis Android Di Taman Kanak-Kanak Kecamatan Jagakarsa." Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) 4, no. 1 (2019): 191. http://dx.doi.org/10.30645/jurasik.v4i1.132.

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True kindergarten is a place to play and learn for toddlers. From playing, children can learn to sharpen their brains and motor skills, so they are accustomed to playing and learning. Besides learning outside children can also learn through technology. Because technology can provide interactive and interesting learning for children. But only within learning. Implementation of android-based counting software can be used by children in terms of learning in counting. In previous research, this software has been implemented in kindergartens in the sub-district of Pejak. From the results of the imp
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Li, QiuMing. "A Study on Mobile Resources for Language Education of Preschool Children Based on Wireless Network Technology in Artificial Intelligence Context." Computational and Mathematical Methods in Medicine 2022 (June 7, 2022): 1–10. http://dx.doi.org/10.1155/2022/6206394.

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Preschool language education is a requirement of basic education reform as well as a requirement for children’s growth in all aspects of body and mind. It is extremely important and valuable in encouraging the entire growth of preschool education as well as children’s general harmonious development. The degree of informatization is changing day by day, and many information technology concepts and tools have entered the preschool education field. The Internet, electronic school bags, ECE whiteboards, terminal devices, and rich digital resources and tools have been introduced into kindergarten c
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Chan, Catherine G., and Helen O. Revalde. "Stakeholders’ Challenges in Implementing Printed Modular Instruction to Support Kindergarten Learners." American Journal of Education and Technology 3, no. 2 (2024): 96–104. http://dx.doi.org/10.54536/ajet.v3i2.2658.

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This study determined the status and challenges of the printed modular instruction to Kindergarten learners of South District 7, Schools Division of Cebu City. There were 55 purposively selected respondents composed of school heads, teachers, and parents who expressed their perceptions on the challenges encountered in assisting the kindergarten learners enrolled during the pandemic and had of the printed modular instruction as an education delivery approach. The data gathered were organized, tallied, summarized, tabulated, and treated using descriptive and inferential statistics. Findings reve
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Panagiota, Melissourgaki Stauros. "Evaluation of educational applications in natural sciences." Advances in Mobile Learning Educational Research 2, no. 2 (2022): 518–24. http://dx.doi.org/10.25082/amler.2022.02.021.

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In this paper, a variety of mobile, tablet or desktop educational applications designed to teach physics concepts to 3- to 5-year-old preschoolers are presented and evaluated. The primary purpose was to investigate these applications' effect on kindergarten children and their interest in effectively learning physics concepts. The REVEAC application evaluation tool was used to evaluate the applications, which evaluates the educational content, design, functionality and technical characteristics of the application.
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Khoerunnisa, Salsabila. "Implementation of Assemblr EDU in Early Childhood Education: Teacher’s Perspective." Aulad: Journal on Early Childhood 8, no. 1 (2025): 198–206. https://doi.org/10.31004/aulad.v8i1.875.

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This research discusses the implementation of Assemblr Edu in early childhood education which aims to find out the views and efforts of teachers in implementing learning through Assemblr Edu. The approach used in this research is a qualitative approach using the case study method. The results showed that; (1) The background of PGRI Purworejo Kindergarten and Anak Sholeh Mojosari Kindergarten teachers utilising the Assemblr EDU application is by attending training, besides that teachers also feel many benefits and advantages so that the objectives in utilising the Assemblr EDU application as a
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Shidqiyah. "Implementasi Sikap Religiusitas dalam Menunjang Keberhasilan Pembelajaran Anak Melalui Program Tahfidz Juz’amma di Taman Kanak-Kanak." GHULAMUNA: JOURNAL OF EARLY CHILDHOOD EDUCATION 1, no. 1 (2023): 52–60. https://doi.org/10.52185/ghulamuna.v1i1.330.

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Instilling religious attitudes in schools since early childhood or kindergarten is also quite urgent, especially in the current era of digitalization where the culture of using mobile phones is increasingly widespread among children without intense control from the family. This study aims to examine how the implementation of success strategies for children's learning through the tahfidz program or memorizing letters in jus'amma at the Annuqayah Islamic Boarding School Kindergarten institution. As well as whether the application of the method succeeded in influencing the morale of the child or
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Mayadah Khalid Jasim. "Effect of Generative Learning Strategy with Visual Technologies in Learning Some Basic Skills and Motor Abilities for 5-6-Years Kindergarten Children." Indian Journal of Public Health Research & Development 11, no. 1 (2020): 1240–44. http://dx.doi.org/10.37506/ijphrd.v11i1.856.

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This study aims to determine the effect of generative learning strategy with visual technology in learning some basic skills and motor abilities for 5-6-years kindergarten children. A two groups experimental design was used to guide this study. The study included male children who age 5-6-years who were selected from the Lote Tree Kindergarten at Al-Rusafa side, Baghdad City for the academic years 2017-2018. The study included 24 children who were selected and assigned into two groups; study and control, using a simple random sample method. The study sample represented 40% of the target popula
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Tamtama, Gabriel Indra Widi, Paulus Suryanto, and Suyoto Suyoto. "Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten." International Journal of Engineering Pedagogy (iJEP) 10, no. 1 (2020): 150. http://dx.doi.org/10.3991/ijep.v10i1.11551.

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English is essential for children because it is an international language that is al-ways used in various fields, both in the world of work, education, economics, and social. One method of learning for children is by playing while learning. Gamification in the field of education is an educational approach to motivate stu-dents to enjoy learning by applying the game design. The purpose of this study is to approach the learning of English, specifically for children in kindergarten schools so that children will be more interested and feel happy to continue learning. The gamification method uses a
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Dodevski, Aleksandar, Strahil Gazepov, Biljana Dodevska, and Alen Georgijev. "MYOPIA IN PRE-SCHOOL CHILDREN AND MOBILE PHONES." Teacher of the future 31, no. 4 (2019): 991–93. http://dx.doi.org/10.35120/kij3104991d.

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The eye is the most important human sensation and it can captures almost 90% of informations from the surrounding area. The mechanism of the photo-camera's operation, for example, is made on the basis of the function of the eye, in that mode the reflected light of subjects is reflecting on the cornea, passes through the pupil, adjusts and then falls on the retina of the eye, so that is, it forms the image for the object. Myopia or short-sightedness is a refractive anomaly in which the rays of light break in front of the retina, causing short-sighted people to close their eyes, trying to get a
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Kuchma, Vladislav R., Marina I. Stepanova, and Marina A. Polenova. "Hygienic assessment of using electronic educational content for preschoolers." Hygiene and sanitation 101, no. 4 (2022): 433–40. http://dx.doi.org/10.47470/0016-9900-2022-101-4-433-440.

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Introduction. The emergence of various digital educational resources for children dictates the need for scientific justification of their safe use in educational and leisure activities of preschoolers of different ages. The aim of the study is the hygienic assessment of electronic educational content (EEC) of the digital educational system “Mobile e-education - Kindergarten” (DES “MEE Kindergarten”) for preschool children. Materials and methods. A hygienic observational and expert-analytical study was conducted to evaluate the EEC of the DES “MEE Kindergarten” (60 scenarios of classes) for pre
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Anita, Anita, Sutan Arif Pambudi, Nira Radita, and Hilman Nuril Hadi. "Developing Kindergarten Management System for Supporting the Regional Educational Report." J-INTECH 13, no. 01 (2025): 203–13. https://doi.org/10.32664/j-intech.v13i01.2004.

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Administrative tasks in early childhood education centers often face challenges when conducted manually, leading to delays in reporting, data inconsistencies, and limited access for parents. Unlike conventional school management systems, this study specifically targets kindergarten-level reporting that aligns with regional government formats (Korwilkersatdik) in Indonesia. To address these issues, this study focuses on designing and developing a web-based information system to help manage administrative and reporting activities at TK Dharma Wanita 91 Pesanggaran, a kindergarten in Banyuwangi,
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Zhao, Lefeng, and Yaping Zhao. "The Construction of the Fusion and Symbiosis Path of Infant Sports Development Based on Intelligent Environment." Mathematical Problems in Engineering 2021 (September 7, 2021): 1–9. http://dx.doi.org/10.1155/2021/4942560.

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In view of the differences and uniqueness of intelligence between people, the application of new educational thoughts is the need of the time; in the educational atmosphere created by the intelligent environment, it is urgent to seek a path of integration and symbiosis. This article takes the development of children's sports driven by the intelligent education project as the main research object, selects our city's children's football as the representative of sports events to carry out case studies, and uses the spectrum education program to explore the intelligent development of intelligent c
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Safaria, Sayendra, Tika Christy, Yumai Wendra, Havid Syafwan, and Pristiyanilicia Putri. "PENGENALAN APLIKASI GAME EDUKASI HURUF HIJAIYAH BERBASIS ANDROID PADA TK NUSA INDAH PADANG." Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat 4, no. 2 (2025): 347. https://doi.org/10.54314/jpstm.v4i2.2504.

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Abstract: One of the interactive learning media that has been widely implemented at various levels of education is educational games. Educational games have their own appeal for development because they offer several advantages over conventional educational methods. TK Nusa Indah is one of the kindergartens that has received an A accreditation. So far, the teaching process at this kindergarten has been carried out manually, where the introduction of letters, numbers, and hijaiyah letters still uses flashcards as teaching media. The introduction of educational games aims to help kindergarten ch
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Omopariola, Victor Adebola, Monday J. Abdullahi, Raphael Ozighor Enihe, and Chukwudi Nnanna Ogbonna. "Design and Implementation of an Edutainment Games Application for Kindergarten Kids." Open Journal for Information Technology 6, no. 1 (2023): 7–32. http://dx.doi.org/10.32591/coas.ojit.0601.02007o.

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Edutainment is a worldwide known concept, adopted by many countries for its educational uses and studied in various forms, unfortunately less explored in the teaching learning space due to other priorities regarding education. The lack of case studies related to this concept in the educational space brings the opportunity to adapt the concept to the needs of preschoolers and teachers. Technology became a part of everyday life, and its usage should be oriented to the benefit of the next generations. This paper is a report of introducing an edutainment application into the formal kindergarten sy
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Basit, Osman, and Esra Ömeroğlu. "The effect of communication training on mother-child communication applied by "from child to mother approach" in mobile kindergarten." Pegem Eğitim ve Öğretim Dergisi 9, no. 1 (2018): 37–60. http://dx.doi.org/10.14527/pegegog.2019.002.

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This research was carried out with the aim of examining the impact of communication training based on ‘from the child to mother approach’ on the communication of the mothers with their children attending mobile preschools. The sample comprised 80 children attending mobile preschool and mothers of those children. Two of the five neighborhoods served by the mobile preschool were designated randomly as experiment groups and the remaining as control groups. There were 33 children and mothers in the experimental group and 47 in the control group. The data was collected by General Information Form a
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Febrina, Sari. "Mobile Application Reminder of SPP Payment Schedule's and School Activities Information Based SMS Gateway." Journal Of Telecommunication, Electronic And Computer Engineering 9, no. 3-8 (2017): 27–31. https://doi.org/10.5281/zenodo.1246678.

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<strong>This research is purposed to build information facilities of SPP Payment Schedule and Dissemination of Information Activities at Alfaduta Dumai kindergarten, this application will be able to handle the payment process and convey information activities more efficiently by using the information technology it will be managed well and reduce the lateness of payment information by using SMS facility (Short Message Service) Gateway<em>&nbsp; </em>To a parent / guardian. This application uses SMS Gateway that can spread the message to many numbers automatically and quickly&nbsp; it is directl
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Dimitrova, Rositsa, and Tanya Ivanova. "DEVELOPING THE SPEECH SKILLS OF THREE-FOUR-YEAR-OLD CHILDREN THROUGH MOVEMENTS AND PHYSICAL EXERCISES." Education and Technologies Journal 14, no. 2 (2023): 374–76. http://dx.doi.org/10.26883/2010.232.5491.

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The requirements of the new time and the educational challenges in the education offered by the modern kindergarten provoke us as educators to unite experience and ideas in the field of non-formal – a continuation of the formal. The innovative program developed by us to the national program „It’s nice in kindergarten“ offers opportunities for the development of speech skills of 3 – 4 year old children through the use of physical exercises and games, through which an innovative educational environment with a dynamic and flexible structure is achieved. The main approach we use is the communicati
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Yennizar, Dini Kausari, Ratna Ningsih, Buschhaus Avinash, and Bevoor Bevoor. "Implementation of Early Childhood Learning during the Covid-19 Pandemic in Kindergarten Children Mamba'ul Bajubang, Bajubang District." At-Tasyrih: jurnal pendidikan dan hukum Islam 8, no. 1 (2022): 1–9. http://dx.doi.org/10.55849/attasyrih.v8i1.101.

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The condition of the corona virus outbreak makes children less than optimal in gaining knowledge, because learning that is usually done at school must be done online. The purpose of this study is to find out how the obstacles are and how to overcome obstacles in the implementation of early children’s learning during the covid 19 pandemic at Mamba'ul Ulum Kindergarten Bajubang. This research uses qualitative method, with data collection techniques, observation, interviews and documentation. The respondents in this study are principals, teachers and parents of students. The result of this study
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Pujiyono, Wahyu, Bambang Robi'in, and Halima Tus’ Adia Seran. "Early Childhood Mobile Puzzle Game for Learning Hijaiyah Letters." Mobile and Forensics 4, no. 2 (2022): 67–74. http://dx.doi.org/10.12928/mf.v4i2.6355.

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The use of Arabic in Muslim worship activities is the main and dominant thing to do, especially in the activities of praying and reading the Qur'an. The Arabic language in these two activities is presented in Hijaiyah letters, so that the ability to read Hijaiyah letters is very obligatory and necessary for Muslims from an early age, through learning and playing activities. Salman Al Farisi I Kindergarten in the Yogyakarta area, Indonesia, has taught its students to learn to read Hijaiyah letters. One of the learning activities to recognize Hijaiyah letters is a puzzle game. This study aims to
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