Interactive Learning Media 2D Educational Game to Improve Learning Effectiveness in Kindergarten Students

Authors

  • Shofwati Azizah Muria Kudus University, 59327 Central Java, INDONESIA
  • Mochamad Widjanarko Muria Kudus University, 59327 Central Java, INDONESIA
  • Eko Darmanto Muria Kudus University, 59327 Central Java, INDONESIA
  • Hendri Pratama Sultan Idris Education University, Tanjong Malim, Perak, MALAYSIA

DOI:

https://doi.org/10.53797/icccmjssh.v1i1.4.2022

Keywords:

Online learning media, 2D educational games, early childhood

Abstract

The purpose of this study was to determine the feasibility of interactive learning media 2-Dimensional Educational Game to increase the effectiveness of learning in Kindergarten in Jepara Regency. The research method using Research and Development was adopted from Borg and Gall with three simplified stages, namely introduction, development, and effectiveness testing. Data collection techniques through observation, questionnaires and documentation. The effectiveness of teaching materials was obtained from the pretest and posttest scores in the control class and the experimental class. Based on the results of the study, it can be concluded that the interactive learning media of the 2-Dimensional Educational Game is declared feasible and can be used. This can be seen from the expert validation which states very well, as well as positive responses from teachers and parents of students. The interactive media of the 2-Dimensional Educational Game that has been developed is stated to be effective in improving listening and speaking skills, as well as children's learning interest. This is evidenced by the students' listening and speaking abilities in the experimental group which were better than the control class.

Downloads

Download data is not yet available.

References

Anuar, S., Nizar, N., & Ismail, M. A. (2021). The Impact of Using Augmented Reality as Teaching Material on Students’ Motivation. Asian Journal of Vocational Education and Humanities, 2(1), 1-8. https://doi.org/10.53797/ajvah.v2i1.1.2021

Bilfaqih, Y., & Qomarudin, M. N. (2015). Esensi pengembangan pembelajaran daring. Yogyakarta: Deepublish.

Dita, P. P. S., Murtono, ., Utomo, S., & Sekar, D. A. (2021). Implementation of Problem Based Learning (PBL) on Interactive Learning Media. Journal of Technology and Humanities, 2(2), 24-30. https://doi.org/10.53797/jthkkss.v2i2.4.2021

Eka Jayanti, W., Eva, M., & Fahriza, N. (2018). Game Edukasi" Kids Learning" Sebagai Media Pembelajaran Dasar untuk Anak Usia Dini Berbasis Android. KOPERTIP: Jurnal Ilmiah Manajemen Informatika dan Komputer, 2 (2), 98-104.

Gall, M. D., Borg, W. R., & Gall, J. P. (1996). Educational research: An introduction. Longman Publishing.

Hadi, S., Stkip, I., & Pacitan, P. (2017). Seminar Nasional Hasil Penelitian Universitas Kanjuruhan Malang. 460–462.

Harun, F., Suparman, ., Hairun, Y. ., Machmud, T. ., & Alhaddad, I. . (2021). Improving Students’ Mathematical Communication Skills through Interactive Online Learning Media Design. Journal of Technology and Humanities, 2(2), 17-23. https://doi.org/10.53797/jthkkss.v2i2.3.2021

Herniawati, A. (2019). Game Edukasi Dalam Pembelajaran Anak Usia Dini ( Aud ). KEMENTERIAN PENDIDIKAN DAN KEBUDAYAAN, 1(63), 1–7.

Hutami, M. S., & Nugraheni, A. S. (2020). Metode Pembelajaran Melalui Whatsapp Group Sebagai Antisipasi Penyebaran Covid-19 pada PAUD di TK ABA Kleco Kotagede. Paudia: Jurnal Penelitian Dalam Bidang Pendidikan Anak Usia Dini, 9(1), 126–130.

Ingsih, I. S., Anggraini, D. W., Safi, A., & ... (2021). Pondok Daring Pada Era Covid-19 di Dusun Banjar Tengah Kecamatan Dau Kabupaten Malang. Jurnal Pembelajaran …, 1(4), 344–349.

Koedoes, Y. A., Abubakar, S. R., Nadzirin, M., & Nur, A. (2020). Solusi Pembelajaran Anak Usia Dini pada Masa Pandemi Covid-19. Jurnal Pengabdian Masyarakat Ilmu Terapan, 2(2).

Made, N., Suryaningsih, A., Cahaya, I. M. E., & Poerwati, E. (2020). Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Implementasi Metode Experiential Learning dalam Menumbuhkan Perilaku Kesehatan dan Keselamatan Anak Usia Dini Abstrak. 4(1), 187–200. https://doi.org/10.31004/obsesi.v4i1.317

Nurrita, T. (2018). Kata Kunci :Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. Jurnal Misykat, 03(01), 171.

Pratama, H., Azman, M. N. A., Kenzhaliyev, O. B., Wijaya, H., & Kassymova, G. K. (2021). Application of augmented reality technology as an interactive learning medium in geography subjects. News of the National Academy of Sciences of the Republic of Kazakhstan, Series of Geology and Technical Sciences, 4(448), 21-29.

Pratama, H., Azman, M. N. A., Kassymova, G. K., & Duisenbayeva, S. S. (2020). The Trend in using online meeting applications for learning during the period of pandemic COVID-19: A literature review. Journal of Innovation in Educational and Cultural Research, 1(2), 58-68.

Riadil, I. G., Nuraeni, M., Prakoso, Y. M., & Yosintha, R. (2020). Persepsi Guru Paud Terhadap Sistem Pembelajaran Daring Melalui Whatsapp Di Masa Pandemi Covid-19. PAUDIA : Jurnal Penelitian Dalam Bidang Pendidikan Anak Usia Dini, 9(2). https://doi.org/10.26877/paudia.v9i2.6574

Rohmaini, L., Netriwati, N., Komarudin, K., Nendra, F., & Qiftiyah, M. (2020). Pengembangan modul pembelajaran matematika berbasis etnomatematika berbantuan wingeom berdasarkan langkah borg and gall. Teorema: Teori Dan Riset Matematika, 5(2), 176-186.

Roslan, R., Mohd Ayub, A. F., Ghazali, N., & Zulkifli, N. N. (2021). The Development of a Collaborated Gamified E-Quiz and Strategy Game Mobile Application to Increase Students’ Motivation and Continuance Usage Intention. ANP Journal of Social Science and Humanities , 2(2), 74-81. https://doi.org/10.53797/anp.jssh.v2i2.10.2021

Satrianingrum, A. P., & Prasetyo, I. (2020). Persepsi Guru Dampak Pandemi Covid-19 terhadap Pelaksanaan Pembelajaran Daring di PAUD. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(1). https://doi.org/10.31004/obsesi.v5i1.574

Setiadi, A. (2016). Pemanfaatan media sosial untuk efektifitas komunikasi. Cakrawala-Jurnal Humaniora, 16(2).

Sugiyono. (2016). Metode Penelitian Kuantitatif, Kualitatif dan R&D. PT Alfabeta.

Suhery, Putra, T., & Jasmalinda. (2020). Studi Pengaruh Daring Learning Terhadap Hasil Belajar Matematika Kelas Iv. Jurnal Inovasi Penelitian, 1(3), 1–4.

Suryadi, A. (2018). Perancangan Aplikasi Game Edukasi Menggunakan Model Waterfall. Jurnal Petik, 3(1), 8. https://doi.org/10.31980/jpetik.v3i1.352

Downloads

Published

2022-02-07

How to Cite

Azizah, S., Widjanarko, M., Darmanto, E., & Pratama, H. (2022). Interactive Learning Media 2D Educational Game to Improve Learning Effectiveness in Kindergarten Students. ICCCM Journal of Social Sciences and Humanities, 1(1), 23–28. https://doi.org/10.53797/icccmjssh.v1i1.4.2022