scholarly journals LOP Game Development to Improve Early Childhood Mathematical-Logic Learning Ability

2021 ◽  
Vol 10 (1) ◽  
pp. 68
Author(s):  
Epritha Kurnia Wati ◽  
Widi Wulansari

This study aims to develop a learning media product, namely the LoP Game to improve the Mathematical-Logic Learning Ability of Early Childhood Beginning. This type of research is a Research and Development (R&D) using a model developed by Borg and Gall. There are 3 stages used in this study from 10 stages proposed by Borg and Gall. These stages include: research and information collecting, planning, and develop preliminary form of product. Data validity analysis was performed using the Aiken formula. The data is obtained from the results of the instrument assessment in the form of a questionnaire from material experts and media experts. The feasibility assessment is tested by 3 material experts and 3 media experts. From the results of the validity test, it can be seen that the expert judgment for the media in the LoP game is all valid with all aspects that have been previously described. Thus, it can be said that the LoP game is appropriate and suitable for the development of early childhood abilities, especially mathematical-logic abilities.

2020 ◽  
Vol 4 (1) ◽  
pp. 91
Author(s):  
Ade Tria Lestari ◽  
Hapidin Hapidin ◽  
Zarina Akbar

Important aspects of social-emotional development developed in early childhood, specifically about prosocial habits. This study aims to develop a book about Palembang's local culture to improve understanding of prosocial behaviour in early childhood. Draw local culture through interesting pictures. The research method used is research and development with the ADDIE model. The technique of collecting data is based on the results of expert validation and trial data through pre-trial one group pretest-posttest design and statistical analysis of data using paired sample t-test. This study involved children aged 4 to 6 years in Musi Banyuasin Regency. The product research and development results show: first, the design of storybook media product is feasible to increase children's understanding of Palembang's cultural and prosocial behaviour; second, collecting media that is seen from the results obtained from the pretest-posttest data of children with a value and significance of 0.00 < 0.05, this shows the value of the pretest-posttest supports the difference; and third, the validity of the media that shows the book can be used for children who understand cultural literacy so that children are rich in cultural insights specifically the local culture of Palembang.


2018 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Romlah Umi

Childhood is a golden age. The emphasis on the importance of early childhood education is not intended to assume that children should start "going to school as early as possible". The purpose of this study is; Develop learning media to improve the ability to recognize the concept of child numbers in the form of a number puzzle card game. This research method is research and development (Research and development or R D). Based on the results of the research that has been carried out, it can be concluded that the results of preliminary research on puzzle learning media through numerical cards: the assessment of material experts gave a score of 52.86% categorized as good enough. the quality got an assessment score of 57.14% categorized as good enough. After being revised the experts gave the following values: the assessment of the experts gave an assessment score of 78.57% categorized as good, the media expert gave an assessment score of 86.67% for the aspect of view categorized as very good and for the aspect of quality got an assessment score of 88.57% categorized as very good.


2021 ◽  
Vol 13 (1) ◽  
pp. 485-496
Author(s):  
M. Fadlillah ◽  
Rendy Setyowahyudi

The most effective way to prevent the spread of Covid-19 is to comply with health protocols. However, this habit is still tricky for some Indonesians, including in early childhood. This study aimed to develop and test the Ultaco game's quality as a medium in introducing the Covid-19 health protocol to early childhood. The research and development (RD) method was used in this study. In developing the Ultaco game, three steps carried out, including planning, design, and development. Product quality testing was carried out using three techniques: alpha test, beta test, and final evaluation. This study showed that the Ultaco game is a kind of snakes and ladders game that contains the Covid-19 health protocol, including wearing a mask, maintaining distance, staying at home, washing hands, covering sneezes, exercising diligently, and eating nutritiously. The trial results showed that the Ultaco game is of good quality and is suitable for use as a medium for introducing the Covid-19 health protocol to early childhood. This is based on the average score of the alpha test score of 4.48, the beta test score of 3.41, and the final evaluation score of 3.64. This study implies that children can become accustomed to complying with the Covid-19 health protocol with attractive, fun, and fun game media.


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2021 ◽  
Vol 3 (3) ◽  
pp. 162-168
Author(s):  
Titik Muntiani ◽  
M. Busyro Karim ◽  
Fikri Nazarullail

This research aims to develop Mehe's video-based learning animation "Aku Anak Disiplin" to introduce discipline in children aged 4-5 years. Subject in this research and development that is children 4-5 years in Early childhood education institution Anna Husada Bangkalan. Research and development this using the model Borg and Gall. Data techniques using questionnaire (media experts questionnaire, material experts questionnaire, and child question response). Media's feasibility based on the results of the media experts is obtaining the percentage 83.5%, based on the results of the experts of the material obtained a percentage of 85%. Media's feasibility based on product test results obtained a percentage of 96%. So, it can be concluded that media learning video animation "Aku Anak Disiplin" worth it is used to introduced discipline in children aged 4-5 years.


Author(s):  
Nurul Istiqomah ◽  
Ifa Aristia Sandra E

This research and development aims to determine the feasibility level of the material in the traditional early childhood crank game media. The media development method used in this development was adapted from the Thiagarajan 4-D development model. Data collection techniques from the results of a questionnaire or questionnaire. The results of the validation carried out by two material experts are as follows: 1) Conformity with Basic Competence (KD) is 4 with 80% eligibility criteria. 2) Learning aspect is 3.6 with 72% eligibility criteria. 3) Material presentation is 4 with 80% eligibility. So it can be concluded that the material on the traditional crank game media "WORTH" to be presented.


2019 ◽  
Vol 2 (2) ◽  
pp. 25-45
Author(s):  
Istianatun Nafi'ah

Early childhood who are in the preoperational stage have not been able to think logically and abstractly, but Islamic religious subjects that must be instilled in children from an early age especially the aspects of aqidah are included in the abstract material category, thus learning strategies are needed that can make it easier for students to understand abstract material the. This study aims to produce a learning strategy for the abstracting of PAI abstract material for early childhood in RA Perwanida 3 Palembang, knowing the results of expert validation, and knowing the effectiveness of the learning strategy for the abstracting of PAI abstract material for early childhood in RA Perwanida 3 Palembang. This research is research and development. The research and development stages are requirements analysis, planning, product design development, product validation and revision, trials and revisions, final product. The results of the study are: 1) the product developed in the form of a draft learning strategy design, 2) the learning strategy is assessed and validated based on the aspects of the suitability of the media and methods to the material, student characteristics, time allocation and infrastructure, the results of the assessment of learning strategies obtain an average score 4.62 with the category "very appropriate", 3) the average test score of 13 students before using the developed learning strategy is 6.3885 while after using the developed learning strategy the average student score is 7.3462. While the paired samples test obtained 0.000 significance less than the 0.05 significance level. Based on the results of the assessment, the learning strategy of abstracting PAI material in early childhood in RA Perwanida 3 Palembang is effective and feasible to use.  


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2021 ◽  
Vol 1 (1) ◽  
pp. 49-57
Author(s):  
Andi Aslindah ◽  
Lilis Suryani

Learning media is a component that contributes to the implementation of the learning process at the education unit level. The role of the media in learning, especially in early childhood education (PAUD) is very important, considering the development of children at that time was in a period of concrete thinking. However, there are still teachers who think that the role of the media in the learning process is only as a tool and may be ignored when the media is not available in schools. Even though the learning media used in the early childhood learning process should not be obtained from the store by buying. However, teachers and parents can create their own media. One solution that can overcome this condition is that it is necessary to conduct a training in making creative, attractive and easily available media in a nature-based environment. The community service activities carried out in the form of socialization and training in making learning media based on natural materials provide benefits for training participants, including: 1) For Teachers: Adding insight and increasing teacher creativity in preparing learning media by utilizing natural materials-based materials. 2) For Parents: Gained insight and experience to be more creative and innovative in assisting children to be creative in making a work (learning media) by utilizing materials that can be obtained from the natural surroundings. 3) For Children (students): Increase their self-confidence to be more skilled in performing work in creating a work (media) by collaborating with their respective parents/guardians.   Keywords: PAUD Learning Media, Natural Materials


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