Salah satu media pembelajaran kartu pintar multifungsi finger painting dapat meningkatkan kemampuan berpikir simbolik pada anak. Maka, tujuan penelitian, mengetahui kelayakan media kartu pintar untuk meningkatkan kemampuan berpikir simbolik. Subjek penelitian berjumlah 15 anak kelompok B terdiri dari lima anak TK Ulil Albab dan 10 anak TK Plus Al-Hikmah. Metode penelitian Research and Development (R&D) dengan model pengembangan Borg and Gall. Teknik pengumpulan data melalui teknik wawancara, observasi, dan angket. Data dianalisis menggunakan teknik analisis data kualitatif deskriptif dan analisis data statistik deskriptif kuantitatif. Data tersebut diperoleh dari penilaian kualitas produk berupa saran dan masukan para ahli. Data kuantitatif berupa jumlah nilai yang dihitung menggunakan teknik statistik melalui hasil penilaian angket. Validitas kelayakan dari ahli materi dan media memperoleh persentase 68% dan 88% dengan kategori layak dan sangat layak. Sedangkan validasi guru mendapat nilai persentase 72% dengan kategori Layak. Adapun peningkatan kemampuan berpikir simbolik memperoleh persentase 83% dalam kategori BSB. Hasil penelitian menunjukkan pengembangan media kartu pintar multifungsi finger painting dinyatakan layak. One of the learning media for multifunctional finger painting smart cards can improve children's symbolic thinking abilities. So, the research aims to determine the suitability of smart card media to improve symbolic thinking abilities. The research subjects were 15 children from group B, consisting of five childrens from Ulil Albab Kindergarten and 10 from Plus Al-Hikmah Kindergarten. Research and Development (R&D) research method with the Borg and Gall development model. Data collection techniques use interview, observation, and questionnaire techniques. Data were analyzed using descriptive qualitative data analysis techniques and quantitative descriptive statistical data analysis. This data is obtained from product quality assessments in the form of advice and input from experts. Quantitative data is in the form of total scores calculated using statistical techniques through questionnaire assessment results. The feasibility validity from material and media experts obtained 68% and 88% in the feasible and very feasible categories. Meanwhile, teacher validation received a percentage score of 72% in the decent category. Meanwhile, increasing the ability to think symbolically obtained a percentage of 83% in the BSB category. The research results show that the development of multifunctional finger painting smart card media is declared feasible.