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EFEKTIVITAS IMMERSIVE POP-UP BOOK STEAM PAUD PADA PEMBELAJARAN MITIGASI GEMPA UNTUK STIMULASI PERILAKU KESIAPSIAGAAN Nisrina Dhiya Ulhaq; Suci Utami Putri; Dhea Ardiyanti
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.13328

Abstract

ABSTRACT Developing earthquake preparedness from an early age requires learning experiences that align with young children's developmental characteristics, allowing disaster mitigation concepts to be translated into observable preparedness behaviors rather than remaining as theoretical knowledge. One instructional approach explored in this study integrates a three-dimensional Immersive Pop-Up Book, STEAM-based learning activities, QR Code technology, and earthquake simulation into a unified learning experience. The study involved 20 children in Group B at KB Wisana Kota Bandung, and adopted a quantitative approach using a one-shot case study design. Earthquake preparedness behaviors were assessed through structured observation sheets and analyzed using descriptive statistics, the Shapiro–Wilk normality test, and a One-Sample t-test with a predetermined cut score of 75. The findings revealed an average preparedness behavior score of 87.00%, indicating a very good level of achievement. Statistical testing further confirmed that the observed performance significantly exceeded the established benchmark (t = 10.046, p < 0.001). These results suggest that combining the Immersive Pop-Up Book with the STEAM approach, QR Code technology, and simulation-based activities effectively strengthens earthquake preparedness behaviors among young children while contributing an innovative, contextualized, and developmentally appropriate learning medium for disaster education. ABSTRAK Penguatan kesiapsiagaan bencana sejak usia dini perlu didukung oleh pengalaman belajar yang sesuai dengan karakteristik perkembangan anak, sehingga materi mitigasi tidak hanya dipahami sebagai pengetahuan, tetapi juga tercermin dalam perilaku. Salah satu alternatif yang dikembangkan adalah pemanfaatan media pembelajaran yang memadukan representasi visual tiga dimensi, aktivitas eksploratif berbasis STEAM, akses informasi melalui QR Code, dan simulasi kebencanaan dalam satu rangkaian kegiatan belajar. Untuk menilai kontribusi pendekatan tersebut, penelitian ini melibatkan 20 anak kelompok B di KB Wisana Kota Bandung, dengan menggunakan pendekatan kuantitatif melalui desain one-shot case study. Perilaku kesiapsiagaan gempa diamati menggunakan lembar observasi yang selanjutnya dianalisis melalui statistik deskriptif, uji normalitas Shapiro–Wilk, serta One Sample t-Test dengan nilai acuan (cut score) sebesar 75. Analisis menunjukkan bahwa rerata capaian perilaku kesiapsiagaan mencapai 87,00%, yang termasuk dalam kategori sangat baik. Hasil pengujian statistik juga mengonfirmasi bahwa capaian tersebut berada secara signifikan di atas nilai acuan (t = 10,046; p < 0,001). Temuan ini memperlihatkan bahwa kombinasi Immersive Pop-Up Book, pembelajaran berbasis STEAM, pemanfaatan QR Code, dan aktivitas simulasi mampu memperkuat perilaku kesiapsiagaan gempa pada anak usia dini sekaligus menawarkan inovasi media pembelajaran kebencanaan yang kontekstual, interaktif, dan relevan dengan kebutuhan perkembangan peserta didik.
Hybrid Board Game STEAM PAUD: Edukasi Mitigasi Gempa untuk Mewujudkan SDGs 11 dan SDGs 4 Suci Utami Putri; Suprih Widodo; Nurdiansyah; Primanita Sholihah Rosmana; Nisrina Dhiya Ulhaq; Pradnya Syaira Fatanaya
Jurnal Pengabdian UNDIKMA Vol. 7 No. 4 (2026): November (IN PRESS)
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v7i4.22474

Abstract

This community service program aims to provide earthquake disaster mitigation education through a STEAM-based Hybrid Board Game and enhance teachers' experience in using interactive learning media for early childhood education. The program was conducted at Kemala Bhayangkari 19 Kindergarten in West Bandung Regency, involving 10 teachers and 38 children. The implementation methods included participatory training, guided practice, and mentoring in the use of the learning media. Data were collected through observations, documentation, field notes, and reflective discussions, and subsequently analyzed using a descriptive qualitative approach. The results indicated that teachers were able to understand the procedures for using the STEAM-based Hybrid Board Game and provide feedback on its practicality. Meanwhile, children demonstrated active engagement through play-based activities, the use of digital technology, and simple STEAM-based construction challenges. These findings highlight the need for facilitation guidelines, collaborative video viewing, and appropriate group-size arrangements to support the repeated use of the learning media in classroom settings. This program contributes to Sustainable Development Goals (SDGs) 11 and 4 by strengthening disaster literacy and school preparedness to create safer and more resilient educational environments.