eprintid: 144371 rev_number: 20 eprint_status: archive userid: 218955 dir: disk0/00/14/43/71 datestamp: 2025-10-27 04:23:57 lastmod: 2025-10-27 04:23:57 status_changed: 2025-10-27 04:23:57 type: thesis metadata_visibility: show creators_name: Azkiah Mutmainah, - creators_name: Dadan Nugraha, - creators_name: Herman Syafri, - creators_nim: NIM2109774 creators_nim: NIDN0009118704 creators_nim: - creators_id: azkiahmt@upi.edu creators_id: dadan@upi.edu creators_id: herman.syafri@upi.edu contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_name: Dadan Nugraha, - contributors_name: Herman Syafri, - contributors_nidn: NIDN0009118704 contributors_nidn: - contributors_id: dadan@upi.edu contributors_id: herman.syafri@upi.edu title: PENGEMBANGAN MEDIA PERMAINAN SYMBOPOLY DALAM MEMFASILITASI PERKEMBANGAN BERPIKIR SIMBOLIK ANAK USIA 4-5 TAHUN ispublished: pub subjects: L1 divisions: PGAUDTSM_S1 full_text_status: restricted keywords: Anak Usia 4-5 Tahun, Media Permainan Symbopoly, Perkembangan Berpikir Simbolik. Children Aged 4–5 Years, Symbopoly Game Media, Symbolic Thinking Development. note: https://scholar.google.com/citations?hl=en&user=nbcmjOQAAAAJ ID SINTA Dosen Pembimbing: Dadan Nugraha: 6068607 Herman Syafri: 6839264 abstract: Penelitian ini dilatarbelakangi oleh masih terbatasnya kemampuan berpikir simbolik anak usia 4-5 tahun di beberapa lembaga PAUD, khususnya dalam pengenalan angka, lambang bilangan, konsep bilangan, dan lambang huruf. Kondisi tersebut dipengaruhi oleh proses pembelajaran yang cenderung monoton, berpusat pada guru, dan masih terbatasnya media pembelajaran interaktif. Tujuan dilaksanakan penelitian ini bertujuan untuk mengembangkan media permainan Symbopoly dalam memfasilitasi perkembangan berpikir simbolik anak usia 4-5 tahun. Penelitian ini menggunakanmetode Educational Design Research (EDR) model McKenney dan Reeves (2012) dengan tahap penelitian yaitu: 1) analisis dan eksplorasi untuk mengidentifikasi permasalahan dan kebutuhan media; 2) perancangan dan konstruksi media permainan Symbopoly; serta 3) evaluasi dan refleksi melalui validasi ahli dan uji coba terbatas. Melalui tahapan tersebut dihasilkan produk berupa media permainan Symbopoly yang dinilai layak digunakan dalam memfasilitasi perkembangan simbolik anak usia 4-5 tahun oleh ahli materi, ahli media, dan ahli praktisi. Komponen isi media mencakup desain papan permainan, kartu instruksi, dadu, alat permainan manipulatif, kartu bonus, dan buku panduan permainan Symbopoly. Selama uji coba, anak mampu menggunakan media dalam mengembangkan kemampuan berpikir simbolik yang meliputi keterampilan membilang, mengenal lambang bilangan, mengenal konsep bilangan, dan mengenal lambang huruf melalui aktivitas bermain yang interaktif dan menyenangkan. Secara keseluruhan, penggunaan media permainan Symbopoly efektif dalam memfasilitasi perkembangan berpikir simbolik anak usia 4-5 tahun. This research was motivated by the limited symbolic thinking skills of children aged 4–5 years in several early childhood education (ECE) institutions, particularly in recognizing numbers, numerical symbols, number concepts, and letter symbols. This condition is influenced by monotonous, teacher-centered learning processes and the limited availability of interactive learning media. The aim of this study was to develop the Symbopoly game media to facilitate the development of symbolic thinking in children aged 4–5 years. The study employed the Educational Design Research (EDR) method using the McKenney and Reeves (2012) model, consisting of three stages: (1) analysis and exploration to identify problems and media needs; (2) design and construction of the Symbopoly game media; and (3) evaluation and reflection through expert validation and limited trials. The process resulted in the Symbopoly game media, deemed suitable for facilitating the development of symbolic thinking in children aged 4–5 years by material experts, media experts, and practitioners. The components of the media include a game board design, instruction cards, dice, manipulative play tools, bonus cards, and a Symbopoly game guidebook. During the trial, children were able to use the media to develop symbolic thinking skills, including counting, recognizing numerical symbols, understanding number concepts, and identifying letter symbols through engaging and interactive play activities. Overall, the Symbopoly game media proved effective in facilitating the development of symbolic thinking in children aged 4–5 years. date: 2025-08-21 date_type: published institution: Universitas Pendidikan Indonesia department: KODEPRODI86283#PGPAUD Kampus Tasikmalaya_S1 thesis_type: other thesis_name: other official_url: https://repository.upi.edu/ related_url_url: https://perpustakaan.upi.edu related_url_type: org citation: Azkiah Mutmainah, - and Dadan Nugraha, - and Herman Syafri, - (2025) PENGEMBANGAN MEDIA PERMAINAN SYMBOPOLY DALAM MEMFASILITASI PERKEMBANGAN BERPIKIR SIMBOLIK ANAK USIA 4-5 TAHUN. S1 thesis, Universitas Pendidikan Indonesia. document_url: http://repository.upi.edu/144371/1/S_PGPAUD_2109774_Title.pdf document_url: http://repository.upi.edu/144371/2/S_PGPAUD_2109774_Chapter1.pdf document_url: http://repository.upi.edu/144371/3/S_PGPAUD_2109774_Chapter2.pdf document_url: http://repository.upi.edu/144371/4/S_PGPAUD_2109774_Chapter3.pdf document_url: http://repository.upi.edu/144371/5/S_PGPAUD_2109774_Chapter4.pdf document_url: http://repository.upi.edu/144371/6/S_PGPAUD_2109774_Chapter5.pdf document_url: http://repository.upi.edu/144371/7/S_PGPAUD_2109774_Appendix.pdf