Luh Ketut Renatha Handayani
Pendidikan Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Wordwall-Assisted Educational Game with Animal Theme Can Stimulate the Cognitive Abilities of Early Childhood Luh Ketut Renatha Handayani; Nice Maylani Asril; Didith Pramunditya Ambara
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 13 No. 2 (2025): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v13i2.94483

Abstract

The low cognitive ability of early childhood has a negative impact on their learning process and outcomes in early childhood education institutions. This condition is caused by various factors, one of which is the limited use of interactive and contextual learning media. This study aims to analyze the design, examine the feasibility, and evaluate the effectiveness of Wordwall-based educational games in improving the cognitive abilities of young children. This research is a development study employing the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were group B children in an early childhood education institution. Data were collected through test and non-test methods using observation sheets, expert validation questionnaires, and cognitive ability tests. The data were analyzed using descriptive quantitative analysis, complemented by inferential statistical analysis to assess the effectiveness of the media. The findings indicate that the design of the Wordwall-based educational game meets the criteria of being very good in terms of content, instructional design, and media appearance. The media was also found to be effective in enhancing children’s cognitive abilities after undergoing trials and learning outcome evaluations. The study concludes that the use of Wordwall-based educational games is both feasible and effective in early childhood education to optimally support cognitive development. The implication of this study suggests that interactive digital media innovations can serve as strategic alternatives for educators to foster meaningful and engaging learning experiences.