Sefti Wijayanti
Universitas Nahdlatul Ulama Purwokerto

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Developing Quizizz-Based Smart Games Integrating Banyumasan Local Wisdom to Support Early Childhood Character Development Nur Hafidz; Musyafa Ali; Ahmad Aji Jauhari Ma’mun; Sefti Wijayanti
Jurnal Caksana : Pendidikan Anak Usia Dini Vol 8, No 2 (2025): Jurnal Caksana: Pendidikan Anak Usia Dini
Publisher : Prodi PG-PAUD, FKIP, Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jcpaud.v8i2.2715

Abstract

The rapid advancement of digital technology has not been fully integrated into early childhood character education, even though this stage is crucial for building moral values and personality. This study aimed to develop Smart Game Activities based on the Quizizz application incorporating Banyumasan local wisdom to instill values of honesty, discipline, self-regulation, and cooperation in early childhood. The research followed a quasi-experimental pretest–posttest design with nonequivalent groups (experimental group n = 15, control group n = 16) and applied purposive non-random sampling to ensure homogeneity across classes. Ethical clearance was obtained from the Institutional Review Board of Universitas Muhammadiyah Purwokerto (Approval No. UMP/EDU/2025/0412), and parental consent was secured for all participants. The developed product integrates child-friendly UI/UX features such as narrated audio instructions, large touchable buttons, and animated feedback icons to enhance engagement and accessibility. Expert validation from three specialists (media, early childhood character, and pedagogy) yielded an average score of M = 3.47 (very feasible), and the instrument reliability reached α = 0.872, indicating high internal consistency. Ten valid items were retained to measure children’s character indicators (honesty, discipline, self-regulation, and cooperation). Statistical analysis confirmed the assumptions of normality and homogeneity, with equivalent pretest results between groups (p = 0.889). Post-intervention, the experimental group achieved an average N-Gain of 75.34% (high category), significantly outperforming the control group’s 36.64% (medium category) with an independent t-test result of p < 0.001. These findings indicate that Quizizz-based Smart Game Activities effectively foster early childhood character through a culturally grounded, interactive, and ethically designed digital learning experience
Development and Effectiveness Testing of a Quizizz-Based Smart Game to Enhance Moral Values in Early Childhood: A Research and Development Approach Nur Hafidz; Musyafa Ali; Ahmad Aji Jauhari Ma'mun; Sefti Wijayanti
TANJAK Vol 7 No 2 (2026): Agustus
Publisher : Jurusan Tarbiyah dan Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35961/tanjak.v7i2.3067

Abstract

Digital learning media have considerable potential to support moral development in early childhood when designed according to children's developmental characteristics and meaningful social contexts. This study aimed to develop and examine the effectiveness of a Quizizz-based Smart Game in strengthening children's moral values, particularly honesty, discipline, independence, and cooperation. The study employed the Borg and Gall Research and Development model combined with a quasi-experimental non-equivalent group pretest-posttest design. The participants were 31 children aged 5–6 years from two early childhood education institutions in Banyumas, Central Java, comprising 15 children in the experimental group and 16 in the control group. The product was validated by three experts and obtained an average feasibility score of 3.47, categorized as very feasible. The moral-value instrument initially consisted of 12 items, of which 10 were valid, with a Cronbach's Alpha coefficient of 0.872. The pretest results indicated no significant difference between the experimental and control groups (p = 0.889). Following the intervention, the experimental group achieved a mean N-Gain of 75.34%, compared with 36.64% in the control group. An independent-samples t-test showed a significant difference in N-Gain between the two groups (t = 25.879, p < 0.001). These findings indicate that the Quizizz-based Smart Game can effectively support the strengthening of moral values in early childhood through interactive, contextual, and play-oriented digital learning.