PERSONALISASI PEMBELAJARAN MATEMATIKA BERBASIS GAME EDUKASI DIGITAL: STUDI KASUS RESPON ANAK TK TERHADAP GAME EDUKASI DIGITAL YANG RESPONSIF
DOI:
https://doi.org/10.23969/jp.v11i02.49131Keywords:
Social Emotional Learning, children's yoga, learning mediaAbstract
The low problem-solving ability of students in early childhood causes children to have difficulty in understanding basic calculation operations and are less actively involved in learning. This research aims to develop a digital educational game based on deep learning-based calculation operations based on validity and effectiveness. This study uses the ADDIE model with the type of research and development. The research subjects included material experts, media experts, and children of group B of Kindergarten. The results of this study were then analyzed using quantitative descriptive techniques. The results of the validity test obtained the very good category from material experts obtained a percentage of 93.18% and the validity test by learning media experts obtained a percentage of 93.75%. The feasibility of the media was also assessed from the response of the teacher who obtained a score of 100% and the response test of individual and small group students obtained a score of 90%, and the game effectiveness test obtained the results of the pre-test and post-nontest results of the normal distribution. Based on these results, it was stated that the media developed was feasible and practical to improve early age problem-solving skills. The implications of the study show that the integration of digital educational game media with the help of educaplay yoga based on card games can be an alternative to holistic learning media to support skills.
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