RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS PUZZLE ADVENTURE GAME UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF DAN BAHASA ANAK USIA DINI

Darmawan Syahputra Sukarame, - (2019) RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS PUZZLE ADVENTURE GAME UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF DAN BAHASA ANAK USIA DINI. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Anak usia dini berada pada masa golden periode. Perkembangan kognitif dan bahasa merupakan aspek penting untuk dikembangkan. Salah satu cara untuk menarik minat belajar anak adalahdengan multimedia interaktif. Puzzle adventure game menawarkan jalan cerita yang menarik dengan konten teka-teki dapat menambah motivasi anak menggunakan multimedia. Subjek dari penelitian siswa kelas Kupukupu di TK Kartika XIX-1. Metode penelitian yang digunakan adalah Mixed Method dengan strategi Eksplanatoris Sekuensial. Diperoleh hasil penilaian ahli media sebesar 84,13 termasuk dalam kategori sangat baik dan penilaian ahli materi sebesar 85 termasuk dalam kategori sangat baik. Berdasarkan dua nilai tersebut dapat disimpulkan bahwa multimedia layak digunakan. Berdasarkan penelitian diperoleh data hasil uji coba, pretest dan posttest yang diberikan kepada siswa. Hasil uji coba menyatakan bahwa beberapa responden mengalami kesulitan dalam menggerakan pointer, merasa bosan, kesulitan dalam menyusun puzzle dan terlalu lama menggunakan multimedia, selebihnya lancar dalam menggunakan multimedia . Nilai rata-rata pretest yang diuji kepada 13 responden adalah 52,16, sedangkan nilai rata-rata posttest 75,16. Dari kedua nilai tersebut diperoleh nilai rata-rata gain sebesar 0,51 yang menunjukan adanya dampak pengingkatan kemampuan kognitif dan bahasa anak dalam penggunaan multimedia. Data penelitian didukung dengan hasil wawancara responden, semua responden menjawab suka dan menambah semangat menggunakan multimedia, beberapa responden mengatakan bahwa multimedia tersebut mudah untuk dipahamai, semua responden menjawab tampilan multimedia menarik dan beberapa responden mengatakan bahwa multimedia mudah digunakan. Berdasarkan jawaban responden tersebut dapat disimpulkan dari hasil wawancara yang diperoleh, responden menjadi semangat dan menambah pengetahuan dalam belajar.----------Early childhood is in the golden period. Cognitive development and language are important aspects to be developed. One way to attract children's learning interest is interactive multimedia. Adventure game puzzle offers an interesting storyline with puzzle content that can increase children's motivation to use multimedia. Subjects from the Kupu-kupu Class research at TK Kartika XIX-1. The research method used is the Mixed Method with Sequential Explanatory Strategies. The results of the media expert's assessment of 84.13 were included in the excellent category and the assessment of material experts by 85 was included in the excellent category. Based on these two values it can be concluded that multimedia is feasible to use. Based on the research, the data obtained from the trial, pretest and posttest given to students. The results of the trial stated that some respondents experienced difficulties in moving the pointer, feeling bored, difficulty in compiling puzzles and using multimedia for too long, the rest were smooth in using multimedia. The average value of the pretest tested to 13 respondents was 52.16, while the average value of posttest was 75.16. From the two values obtained an average value of gain of 0.51 which indicates the impact of increasing cognitive abilities and children's language in multimedia use. The research data is supported by the results of interview respondents, all respondents answered like and added enthusiasm for using multimedia, some respondents said that multimedia was easy to understand, all respondents answered the appearance of multimedia was interesting and some respondents said that multimedia was easy to use. Based on the respondents' answers, it can be concluded from the results of the interviews obtained, the respondents become passion and increase knowledge in learning.

Item Type: Thesis (S1)
Additional Information: No. Panggil: S KOM DAR r-2019; Pembimbing: I. Jajang Kusnandar, II. Munir; NIM: 1407440
Uncontrolled Keywords: Anak Usia Dini, Puzzle Adventure Game, Multimedia interaktif.
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Santi Santika
Date Deposited: 04 Jun 2020 16:31
Last Modified: 04 Jun 2020 16:31
URI: http://repository.upi.edu/id/eprint/49090

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