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STIMULASI PENGGUNAAN MEDIA GAME DIGITAL DALAM MENGASAH KEMAMPUAN BERHITUNG SISWA KELAS I SDN 38/IX JAMBI KECIL Novi Safitriana Risqi; Sri Indriani Harianja
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 No. 2 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.30848

Abstract

The rapid development of technology in the digital era has brought significant changes in the world of education, especially in learning media. This study aims to explore the use of game-based digital learning media to improve the counting skills of grade I students of SDN 38/IX Jambi Kecil. The media used, “Math Garden Adventure,” was designed with three interactive menus: counting fruits, counting vegetables, and fruit-vegetable market. The research method used was qualitative, with three stages: initial observation, digital media implementation, and final observation. The results showed that the digital game media was able to improve students' understanding of addition and subtraction counting operations. Students' enthusiasm increased significantly, as seen from the increase in the number of students who could solve the problems independently. This media not only makes learning more interesting and interactive but also helps students understand math concepts effectively. This research confirms the importance of teachers' adaptation to technological developments in creating innovative and relevant learning to support students' needs.
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.