BERLIANA, DINDA (2024) PENGEMBANGAN GAME EDUKASI BERBASIS CANVA UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF ANAK USIA 5-6 TAHUN. Master thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
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Abstract
This research aims to develop a Canva-based educational game to enhance the cognitive abilities of children aged 5-6 years. Samples were taken from 3 schools, consisting of a small group trial with 10 children, a limited group trial with 15 children, and a field trial with 30 children. This research follows the R and D methodology using the ADDIE development model, which includes five stages: Analyze, Design, Development, Implementation, and Evaluation. Data collection techniques included observation, interviews, and questionnaires. Data analysis techniques used percentage calculations to measure product validity and assess teacher and child responses, while t-tests were used to measure product effectiveness. The results of this developmental research include product validity by experts, teacher and child responses, and product effectiveness as a teaching material. The material expert validation result was 94%, and the media expert validation result was 92%, indicating that this product is highly feasible. The teacher response was very positive, with a score of 92.3%, meaning the product is excellent, and the children's response was also positive, with a score of 91%, indicating that the educational game is very well-liked by children. The effectiveness of the educational game was assessed by comparing the cognitive ability scores of the children in the pre-test and post-test. The t-test results showed a significance value of 0.000 ˂ 0.05. Based on this analysis, it can be concluded that the educational game is very effective as a teaching material for cognitive learning in children aged 5-6 years.
Item Type: | Thesis (Master) | |||||||||
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Additional Information: | Penelitian ini bertujuan untuk menghasilkan game edukasi berbasis Canva untuk meningkatkan kemampuan kognitif anak usia 5-6 tahun. Sampel diambil dari 3 sekolah yang terdiri dari uji coba kelompok kecil sejumlah 10 anak, uji coba kelompok terbatas sejumlah 15 anak dan uji coba lapangan sejumlah 30 anak. Penelitian ini merupakan penelitian R and D dengan model pengembangan ADDIE yang terdiri dari lima tahapan, yaitu Analyze, Design, Development, Implementation dan Evaluation. Teknik pengumpulan data melalui observasi, wawancara dan angket. Teknis analisis data menggunakan perhitungan persentase untuk mengukur nilai validitas produk dan mengukur respon guru dan anak, sedangkan uji-t digunakan untuk mengukur efektivitas produk. Hasil penelitian pengembangan ini meliputi validitas produk oleh para ahli, respon guru dan anak serta efektivitas produk sebagai bahan ajar. Hasil validasi ahli materi adalah 94% dan hasil validasi ahli media adalah 92% dan produk ini dinyatakan sangat layak. Hasil respon guru sangat positif dengan nilai 92,3% yang berarti produk sangat baik dan respon anak juga positif dengan nilai 91% yang berarti game edukasi ini sangat disukai anak-anak. Hasil penilaian efektivitas game edukasi didapat dari membandingkan skor nilai kemampuan kognitif anak saat pre-test dan post-test. Hasil uji-t yang menunjukkan nilai sig 0,000 ˂ 0,05. Berdasarkan analisis tersebut maka dapat disimpulkan bahwa game edukasi sangat efektif untuk digunakan sebagai bahan ajar pada pembelajaran kognitif anak usia 5-6 tahun. | |||||||||
Uncontrolled Keywords: | educational games, Canva, cognitive abilities, early childhood game edukasi, Canva, kemampuan kognitif, anak usia dini | |||||||||
Subjects: | L Education > L Education (General) | |||||||||
Divisions: | 08-Pascasarjana 08-Pascasarjana > Magister Teknologi Pembelajaran |
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Depositing User: | Dinda Berliana | |||||||||
Date Deposited: | 27 Jun 2024 10:20 | |||||||||
Last Modified: | 27 Jun 2024 10:20 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/36705 |
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