Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit

Pengembangan Puzzle Berbasis AR (Augmented Reality) Untuk Menumbuhkan Nilai Bermasyarakat Anak Usia Dini

Amanatul Uluwiyah (Unknown)
Alif Mudiono (Unknown)
Eny Nur Aisyah (Unknown)



Article Info

Publish Date
10 Nov 2025

Abstract

This study aims to: (1) develop an Augmented Reality-based Educational Game Tool puzzle as a medium for instilling social values in early childhood, and (2) assess the feasibility of the tool through validation by content experts and media experts. This research is a development study of the Educational Game Tool using Thiagarajan's 4-D model. The subjects of this study were 10 students from group B at TK Nurul Islam Jatirejo. Data analysis employed a quantitative descriptive method to determine the media’s feasibility. The development of the APE Puzzle Puzila has passed four stages of the 4-D model, namely Define, Design, Develop, and Disseminate. The results indicate that the Puzzle media is feasible for use by group B at TK Nurul Islam Jatirejo for teaching social values, as evidenced by average validation scores from content experts (4.1), media experts (4.3), teachers (4.2), and an average student trial response score of 1, all falling into the feasible category.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...