Claim Missing Document
Check
Articles

Found 2 Documents
Search

Stimulasi Kemampuan Numerasi Anak Usia Dini Melalui Permainan Moka (Monopoli Angka) Di TK Bunga Tanjung Novi Safitriana Risqi; Azzahra Balqis Hauro; Febriyanti Febriyanti; Mufida Nabila; Winda Sherly Utami; Rizki Surya Amanda
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.6033

Abstract

This study aims to describe how MOKA (Monopoly Numbers) learning media can stimulate early childhood numeracy skills. The research method used is a qualitative approach with participants totaling 11 early childhood at Bunga Tanjung Kindergarten who have participated in learning with MOKA media. Data collection techniques include observation, interviews, and documentation. The results showed that the MOKA game was effective in developing children's numeracy skills. Significant improvements were seen in recognizing number symbols, understanding number concepts, and following the rules of play from the first day to the third day of observation. In addition to helping in the development of numeracy skills, MOKA games also have an important role in teaching the concept of cooperation, patience in waiting for their turn, and discipline in following the rules of play. In conclusion, MOKA games can be an effective alternative learning media in stimulating early childhood numeracy development, strengthening understanding of number concepts, and improving their social interactions.
PENGEMBANGAN GAME EDUKASI PISIBO SEBAGAI MEDIA PEMBELAJARAN BERPIKIR SIMBOLIK PADA ANAK USIA 4–5 TAHUN Novi Safitriana Risqi; Winda Sherly Utami
STRATEGY : Jurnal Inovasi Strategi dan Model Pembelajaran Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/strategi.v6i2.10402

Abstract

ABSTRACT Symbolic thinking is a child’s ability to understand and use symbols, such as numbers, letters, or images, to represent objects or concepts. This ability serves as a fundamental basis for cognitive development in early childhood. However, preliminary studies conducted in five kindergartens in Jambi Luar Kota District indicate that the symbolic thinking ability of children aged 4–5 years is still relatively low, particularly in recognizing, distinguishing symbols, and understanding basic numerical concepts. This study aims to develop the PISIBO educational game as an interactive and engaging learning medium tailored to early childhood characteristics. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of Analyze, Design, Development, Implementation, and Evaluation stages. The results show that the PISIBO educational game is highly feasible, with media expert validation reaching 92.92% and material expert validation 91.6%, both categorized as very valid. The practicality test yielded a score of 89%, categorized as very good. Additionally, children’s interest levels were very high, reaching 91% in small group trials and 98.2% in large group trials, indicating that the media is effective for learning. ABSTRAK Berpikir simbolik merupakan kemampuan anak dalam memahami dan menggunakan simbol, seperti angka, huruf, atau gambar, untuk merepresentasikan objek atau konsep tertentu. Kemampuan ini menjadi dasar penting dalam perkembangan kognitif anak usia dini. Namun, hasil studi pendahuluan yang dilakukan di lima taman kanak-kanak di Kecamatan Jambi Luar Kota menunjukkan bahwa kemampuan berpikir simbolik anak usia 4–5 tahun masih tergolong rendah, khususnya dalam mengenali dan membedakan simbol serta memahami konsep bilangan sederhana. Penelitian ini bertujuan untuk mengembangkan game edukasi PISIBO sebagai media pembelajaran yang interaktif, menarik, dan sesuai dengan karakteristik anak usia dini. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analyze, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa game edukasi PISIBO dinyatakan sangat layak berdasarkan validasi ahli media sebesar 92,92% dan ahli materi sebesar 91,6% dengan kategori sangat valid. Uji kepraktisan memperoleh persentase 89% dengan kategori sangat baik. Selain itu, tingkat ketertarikan anak juga sangat tinggi, yaitu 91% pada uji coba kelompok kecil dan 98,2% pada kelompok besar, sehingga media ini efektif digunakan dalam pembelajaran.