Dela Nuril Huda, - (2024) PENGEMBANGAN SKENARIO BERMAIN DAN MEMBUAT MENARA BERBASIS STEAM UNTUK MEMFASILITASI KREATIVITAS ANAK USIA DINI. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Perencanaan pembelajaran sangatlah penting untuk menunjang kesiapan pembelajaran terutama pada pendidikan anak usia dini. Pada dasarnya, pendidik harus memastikan kegiatan pembelajaran telah terencana dan terstruktur dengan baik. Kurikulum merdeka menekankan pentingnya perencanaan pembelajaran dalam meningkatkan relevansi pendidikan dengan lingkungan sekitar. Skenario bermain merupakan salah satu perangkat perencanaan pembelajaran untuk menjadi acuan proses kegiatan pembelajaran dikelas berbasis projek ataupun permainan. Sesuai dengan hasil analisis kebutuhan, skenario bermain belum diterapkan dengan baik, melainkan pendidik melaksanakan pembelajaran yang kondisional sesuai kondisi anak dan lingkungan sekitar. Hal tersebut menjadikan kegiatan belajar mengajar kurang efektif dan eksplorasi kreativitas anak kurang terfasilitasi. Tujuan dari penelitian ini adalah mengembangkan skenario bermain dan membuat menara berbasis STEAM, agar kreativitas anak usia dini dapat lebih terfasilitasi. Penelitian ini menggunakan metode penelitian Educational Design Research (EDR) yang dikemukakan oleh McKenny and Reaves. Teknik pengumpulan data penelitian ini yaitu dengan observasi, wawancara, studi dokumentasi, dan angket. Penelitian ini berlokasi di Kp. Cikalongpogor Kec. Sodonghilir Tasikmalaya. Hasil penelitian menunjukkan bahwa skenario bermain yang dikembangkan dapat memfasilitasi kreativitas anak usia dini dibuktikan melalui uji coba lapangan, uji keterpakaian, dan respon pengguna. Learning planning is extremely important in preparing for learning, especially in early childhood education. Essentially, educators must ensure that learning activities are well-planned and structured. The Merdeka curriculum emphasizes the importance of learning planning in enhancing the relevance of education to the surrounding environment. Game scenarios are one of the learning planning tools to serve as a reference for project-based or game-based classroom activities. According to the analysis of needs, game scenarios have not been implemented well, but educators have been conducting conditional learning based on the condition of the child and the surrounding environment. This has made teaching and learning less effective and the exploration of children's creativity less facilitated. The purpose of this study is to develop game scenarios and make a STEAM-based tower, so that the creativity of early childhood children can be more facilitated. This study uses the Educational Design Research (EDR) method proposed by McKenny and Reaves. The research data collection techniques include observation, interviews, documentary studies, and questionnaires. This study is located in Kp. Cikalongpogor, Sodonghilir District, Tasikmalaya. The results of the study show that the developed game scenarios are valid and can facilitate the creativity of early childhood children, which can be proven through expert validation tests and field trials.
Item Type: | Thesis (S1) |
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Additional Information: | Link Google Schoolar: https://scholar.google.com/citations?hl=en&authuser=6&user=1iwZ3rsAAAAJ ID SINTA Dosen Pembimbing: Edi Hendri Mulyana: 5978623 Taopik Rahman: 5978619 |
Uncontrolled Keywords: | Game scenarios; STEAM approach; Creativity of early childhood children |
Subjects: | L Education > L Education (General) |
Divisions: | UPI Kampus Tasikmalaya > PGPAUD S1 UPI Kampus Tasikmalaya |
Depositing User: | Dela Nuril Huda |
Date Deposited: | 18 Sep 2024 07:01 |
Last Modified: | 18 Sep 2024 07:01 |
URI: | http://repository.upi.edu/id/eprint/121903 |
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