21st Century Critical Thinking Skills Training for Early Childhood Education Teachers Using Computational Thinking Principles
DOI:
https://doi.org/10.33394/jpu.v6i2.15358Keywords:
Critical Thinking Skills, Early Childhood Education Teachers, Computational Thinking.Abstract
References
Aji, W. N. (2018). Aplikasi Tik Tok Sebagai Media Pembelajaran Bahasa dan Sastra Indonesia. Universitas Widya Dharma Klaten, 431, 136.
Amelia, D. (2021). Upaya Peningkatan Kosakata Bahasa Inggris Melalui Storytelling Slide and Sound. Journal of Social Sciences and Technology for Community Service (JSSTCS), 2(1), 22. https://doi.org/10.33365/jsstcs.v2i1.948
Anggraini, K., S, M. J. K., & Mindari, R. (2022). Pengaruh Permainan Kosakata Bahasa Inggris Melalui Digital Smart Board For Kids Terhadap Perkembangan Bahasa Anak Usia 5-6 Tahun di Era Merdeka Belajar. 319–328. https://doi.org/10.19105/ghancaran.vi.7615
Anggraini, K., & Sriemulyaningsih, M. J. K. (2024). Pengaruh Permainan Edukatif Brainy Games terhadap Kemampuan Berbahasa Inggris Anak Usia Dini. Journal of Education Research, 5(3), 2929–2935. https://doi.org/10.37985/jer.v5i3.1293
Apsari, Y., Lisdawati, I., & Mulyani, E. R. (2020). Alat Permainan Edukatif Sebagai Media Pembelajaran Bahasa Inggris. Abdimas Siliwangi, 03(01), 38–47.
Barr, V. &. (2011). Bringing computational thinking to K–12: What is Involved and What is the Role of the Computer Science Education Community? ACM Inroads, 2(1), 48–54.
Bers, M. U., González-González, C., & Armas-Torres, M. B. (2019). Coding as a playground: Promoting positive learning experiences in childhood classrooms. Computers and Education, 138(June 2018), 130–145. https://doi.org/10.1016/j.compedu.2019.04.013
Grover, S. (2020). Foundations for computational thinking in the classroom: A brief overview. Technology, Knowledge and Learning, 25(3), 565–573. https://doi.org/10.1007/s10758-020-09488-1
Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189X12463051
Harjanto, I., Teopilus, S., & Anggraini, K. (2024). Assisting School Teachers in Developing and Implementing Learning Modules Infused with Computational Thinking Principles. Jurnal Pengabdian UNDIKMA, 5(1), 9. https://doi.org/10.33394/jpu.v5i1.9595
Jazuly, & Ahmad. (2016). Peran Bahasa Inggris pada Anak Usia Dini. Jurnal Pendidikan Dompet Dhuafa, 6(1), 33–40.
Jufriadi, A., Huda, C., Aji, S. D., Pratiwi, H. Y., & Ayu, H. D. (2022). Analisis Keterampilan Abad 21 Melalui Implementasi Kurikulum Merdeka Belajar Kampus Merdeka. Jurnal Pendidikan Dan Kebudayaan, 7(1), 39–53. https://doi.org/10.24832/jpnk.v7i1.2482
Kemendikbudristek. (2022). Salinan Peraturan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia Nomor 7 Tahun 2022 Tentang Standar Isi Pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, dan Jenjang Pendidikan Menengah. Kementerian Pendidikan, Kebudayaan, Riset, Dan Teknologi, 14.
Kepmendikbudristekdikti. (2022). Pedoman penerapan kurikulum dalam rangka pemulihan pembelajaran. Menpendikbudristek, 1–112. https://jdih.kemdikbud.go.id/sjdih/siperpu/dokumen/salinan/salinan_20220711_121315_Fix Salinan JDIH_Kepmen Perubahan 56 Pemulihan Pembelajaran.pdf
Kumala, R. A. D., Fathiyah, K. N., & Krisnani, R. V. R. (2023). Computational Thinking pada Anak Usia Dini: Tinjauan Sistematis. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(3), 3418–3436. https://doi.org/10.31004/obsesi.v7i3.4520
Resmini, S., Satriani, I., & Rafi, M. (2021). Pelatihan Penggunaan Aplikasi Canva SebagAji, W. N. (2018). Aplikasi Tik Tok Sebagai Media Pembelajaran Bahasa dan Sastra Indonesia. Universitas Widya Dharma Klaten, 431, 136.
Amelia, D. (2021). Upaya Peningkatan Kosakata Bahasa Inggris Melalui Storytelling Slide and Sound. Journal of Social Sciences and Technology for Community Service (JSSTCS), 2(1), 22. https://doi.org/10.33365/jsstcs.v2i1.948
Anggraini, K., S, M. J. K., & Mindari, R. (2022). Pengaruh Permainan Kosakata Bahasa Inggris Melalui Digital Smart Board For Kids Terhadap Perkembangan Bahasa Anak Usia 5-6 Tahun di Era Merdeka Belajar. 319–328. https://doi.org/10.19105/ghancaran.vi.7615
Anggraini, K., & Sriemulyaningsih, M. J. K. (2024). Pengaruh Permainan Edukatif Brainy Games terhadap Kemampuan Berbahasa Inggris Anak Usia Dini. Journal of Education Research, 5(3), 2929–2935. https://doi.org/10.37985/jer.v5i3.1293
Apsari, Y., Lisdawati, I., & Mulyani, E. R. (2020). Alat Permainan Edukatif Sebagai Media Pembelajaran Bahasa Inggris. Abdimas Siliwangi, 03(01), 38–47.
Barr, V. &. (2011). Bringing computational thinking to K–12: What is Involved and What is the Role of the Computer Science Education Community? ACM Inroads, 2(1), 48–54.
Bers, M. U., González-González, C., & Armas-Torres, M. B. (2019). Coding as a playground: Promoting positive learning experiences in childhood classrooms. Computers and Education, 138(June 2018), 130–145. https://doi.org/10.1016/j.compedu.2019.04.013
Grover, S. (2020). Foundations for computational thinking in the classroom: A brief overview. Technology, Knowledge and Learning, 25(3), 565–573. https://doi.org/10.1007/s10758-020-09488-1
Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189X12463051
Harjanto, I., Teopilus, S., & Anggraini, K. (2024). Assisting School Teachers in Developing and Implementing Learning Modules Infused with Computational Thinking Principles. Jurnal Pengabdian UNDIKMA, 5(1), 9. https://doi.org/10.33394/jpu.v5i1.9595
Jazuly, & Ahmad. (2016). Peran Bahasa Inggris pada Anak Usia Dini. Jurnal Pendidikan Dompet Dhuafa, 6(1), 33–40.
Jufriadi, A., Huda, C., Aji, S. D., Pratiwi, H. Y., & Ayu, H. D. (2022). Analisis Keterampilan Abad 21 Melalui Implementasi Kurikulum Merdeka Belajar Kampus Merdeka. Jurnal Pendidikan Dan Kebudayaan, 7(1), 39–53. https://doi.org/10.24832/jpnk.v7i1.2482
Kemendikbudristek. (2022). Salinan Peraturan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia Nomor 7 Tahun 2022 Tentang Standar Isi Pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, dan Jenjang Pendidikan Menengah. Kementerian Pendidikan, Kebudayaan, Riset, Dan Teknologi, 14.
Kepmendikbudristekdikti. (2022). Pedoman penerapan kurikulum dalam rangka pemulihan pembelajaran. Menpendikbudristek, 1–112. https://jdih.kemdikbud.go.id/sjdih/siperpu/dokumen/salinan/salinan_20220711_121315_Fix Salinan JDIH_Kepmen Perubahan 56 Pemulihan Pembelajaran.pdf
Kumala, R. A. D., Fathiyah, K. N., & Krisnani, R. V. R. (2023). Computational Thinking pada Anak Usia Dini: Tinjauan Sistematis. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(3), 3418–3436. https://doi.org/10.31004/obsesi.v7i3.4520
Resmini, S., Satriani, I., & Rafi, M. (2021). Pelatihan Penggunaan Aplikasi Canva Sebagai Media Pembuatan Bahan Ajar Dalam Pembelajaran Bahasa Inggris. Abdimas Siliwangi, 4(2), 335–343. http://dx.doi.org/10.22460/as.v4i2p%25p.6859
Sukmawati, S., & Sabillah, B. M. (2020). Strategi Pembelajaran Bahasa Inggris pada siswa TK IT Fajar Mannuruki Kabupaten Maros Berbasis Animasi. Indonesia Berdaya, 1(1), 7–14. https://doi.org/10.47679/ib.202012
Suwartono, T., & Purwokerto, U. M. (2019). Teacher ’ S Creativity in Elt. May.
Wing, J. M. (2006). Computational Thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215
ai Media Pembuatan Bahan Ajar Dalam Pembelajaran Bahasa Inggris. Abdimas Siliwangi, 4(2), 335–343. http://dx.doi.org/10.22460/as.v4i2p%25p.6859
Sukmawati, S., & Sabillah, B. M. (2020). Strategi Pembelajaran Bahasa Inggris pada siswa TK IT Fajar Mannuruki Kabupaten Maros Berbasis Animasi. Indonesia Berdaya, 1(1), 7–14. https://doi.org/10.47679/ib.202012
Suwartono, T., & Purwokerto, U. M. (2019). Teacher ’ S Creativity in Elt. May.
Wing, J. M. (2006). Computational Thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215
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