Enhancing Teacher Creativity through Educational Game Tools at TK Negeri Pembina, Kediri: A Practical Approach
Keywords:
educational game tools, kindergarten, teacher creativityAbstract
This service aims to empower kindergarten teachers in Semampir sub-district, Kediri City, by enhancing their creativity and proficiency in utilizing educational game tools. Recognizing the pivotal role of early childhood educators in shaping children's development, the initiative focuses on providing targeted training sessions at Pembina State Kindergarten. The training program encompasses theoretical teachings, interactive discussions, and practical exercises in designing and implementing educational games. By equipping teachers with these skills, the service endeavours to enrich their ability to create engaging and effective learning environments for young children. The training's impact has been positive, evident in the heightened creativity, enhanced knowledge, and improved resource utilization among participating teachers. These outcomes are crucial for advancing the quality of early childhood education, as they contribute to more stimulating and tailored educational experiences. Overall, this initiative underscores the importance of continuous professional development for kindergarten teachers, emphasizing innovation and resourcefulness in educational practices aimed at fostering holistic development in young learners.
References
Aslan, S. (2016). The effect of educational game design process on students’ creativity. Smart Learning Environments, 17(1).
Bodrova, E., & Leong, D. J. (2003). The importance of being playful. Educational Leadership, 60(7), 50–163.
Craft, A. (2008). Tensions in creativity and education: Enter wisdom and trusteeship? Exploring the Role of Education, 13(5).
Cremin, T., Burnard, P., & Craft, A. (2006). Pedagogies of possibility thinking. International Journal of Thinking Skills and Creativity, 1(2), 108–119.
Csikszentmihalyi, M. (2010). Creativity: Flow and the psychology of discovery and invention II (Kedua). Harper Perennial.
Davies, D., Jindal-Snape, D., Collier, C., Digby, R., Hay, P., & Howe, A. (2013). Creative learning environments in education—A systematic literature review. Thinking Skills and Creativity, 8(1), 80–91.
de Bruin, L. R., & Harris, A. (2017). Fostering creative ecologies in Australasian schools. Australian Journal of Teacher Education, 42(9), 23–43.
Dewi, D. S., & dkk. (2023). Upaya peningkatan kreativitas guru PAUD dalam pembuatan alat permainan edukatif di TK Sejahtera Desa Cisarua. Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia, 2(1).
Eisner, E. W. (2002). The arts and the creation of mind. CT: Yale University Press.
Fillis, I., & McAuley, A. (2000). Modeling and measuring creativity at the interface. Journal of Marketing Theory and Practice, 8(2), 8–17.
Fisher, K. R., Hirsh-Pasek, K., Golinkoff, R. M., Singer, D. G., & Berk, L. E. (2011). Playing around in school: Implications for learning and educational policy. In The Oxford Handbook of the Development of Play, 14(5).
Fitriya, A. (2022). Pengembangan kreativitas guru dalam pembuatan alat permainan edukatif dari barang bekas di RA Al Mu’arif Mubarok Kecamatan Patrang Kabupaten Jember. Al-Ijtima: Jurnal Pengabdian Kepada Masyarakat, 3(1).
Ginsburg, K. R. (2007). The importance of play in promoting healthy child development and maintaining strong parent-child bonds. Pediatrics, 119(1), 182–191.
Hughes, F. P. (2003). Spontaneous play in the 21st century. Childhood Education, 79(4), 215–225.
Husnul, B. (2016). Konsep tumbuh kembang dan kompetensi pendidikan anak usia dini. Vanda.
Lailiyah, N., & Dwiyanti, L. (2016). Analisis sintaksis pada pemerolehan bahasa anak usia tiga tahun di Perum Graha Mukti Regency Kediri. INDRIA, 1(1), 1–15. http://journal.umpo.ac.id/index.php/indria/index
Lailiyah, N., & Wijaya, I. P. (n.d.). Acquisition and the Development of the Third Children AGE THREE YEARS in Education of Children Age Laboratory School University Nusantara PGRI Kediri. 311–319.
Lestandy, M., & Dkk. (2024). Penggunaan alat permainan edukatif untuk meningkatkan kreativitas anak di TK ABA 16 Malang. Communnity Development Journal, 5(2), 3186–3190.
Lestariningrum, A., Lailiyah, N., Ridwan, R., Forijati, R., Wijaya, I. P., Wulansari, W., Iswatiningtyas, V., Utomo, H. B., Yulianto, D., & Dwiyanti, L. (2021). Inovasi pembelajaran anak usia dini. CV. Bayfa Cendekia Indonesia.
Montulalu, B. E. . (2012). Bermain dan permainan anak. Universitas Terbuka.
Saffran, J. R., Aslin, R. N., & Newport, E. L. (2015). Statistical learning by 8-month-old infants. Science and Technology in Second Language, 274(X), 1926–1928. https://doi.org/10.1126/science.274.5294.1926
Selvi, I. D., Wulantaka, & Nazauma, N. (2020). Pengembangan kreativitas dan alat permainan edukatif anak usia dini dalam perspektif atribut dan organisasi. Paudia: Jurnal Penelitian Dalam Bidang Pendidikan Anak Usia Dini, 9(1), 103–110.
Soleha, R., & dkk. (2022). Meningkatkan kreativitas guru melalui pembuatan alat permainan edukatif (APE) dari barang bekas di Kecamatan Tanjung Kabupaten Lombok Utara. Jurnal Homepage, 2(1). https://jurnalfkip.unram.ac.id/index.php/JMP/index
Sukiman. (2012). Pengembangan media pembelajaran. Pedagogia.
Susetyarini, E., & Kurniawati, D. (2022). Creative teaching can improve collaborative, critical thinking, creative thinking, and communication skills. Frontiers in Psychology, 9(2).
Wulandari, H., & Mumtaz, N. A. (2023). Kreatifitas guru dalam membuat alat permainan edukatif. Jurnal Ilmiah Wahana Pendidikan, 9(15), 447–454.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Intan Prastihastari Wijaya (Author)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Dimar : Jurnal Pengabdian Masyarakat is published under the terms of CC BY-SA 4.0 / International Creative Commons Attribution-ShareAlike 4.0 License. This license allows anyone to copy and redistribute the material in any form or format, modify, and create derivatives from the material for any purpose, including commercial interests, as long as they provide credit to the author for the original creation.