RIKA SARAH SAVITRI, . (2021) PENGEMBANGAN PERMAINAN KOTAK AJAIB MENGENAL KATA (KOJIB META) UNTUK MENSTIMULASI KEMAMPUAN MENGENAL KATA ANAK USIA 5-6 TAHUN. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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00 SURAT PERNYATAAN PERSETUJUAN PUBLIKASI.pdf Download (135kB) |
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01 lembar pengesahan.pdf Download (411kB) |
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02 Pernyataan Keaslian.pdf Download (375kB) |
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03 abstrak.pdf Download (221kB) |
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04 kata pengantar.pdf Download (317kB) |
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05 daftar isi.pdf Download (408kB) |
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06 daftar tabel.pdf Download (311kB) |
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Abstract
Penelitian ini bertujuan untuk : (1) Mengembangkan produk permainan kotak ajaib mengenal kata (KOJIB META)untuk menstimulasi kemampuan mengenal kata anak 5-6 tahun. (2)menstimulasi perkembangan keaksaraan anak usia 5-6 tahun pada kemampuan mengenal kata, (3) Mempermudah guru atau orang tua pada proses pembelajaran bahasa anak. Media permainan mempunyai peran penting dalam pendidikan anak usia dini. Penelitian ini merupakan jenis penelitian pengembangan atau Research and Development (R&D) dengan menggunakan model ADDIE. Penelitian ini dilakukan di lingkungan TK Bina Karsa, Bandar Lampung. Subjek penelitian ini adalah ahli materi dan ahli media sebagai validator dan 5 orang anak berusia 5-6 tahun. Objek penelitian ini adalah media pembelajaran yang disebut Kotak Ajaib Mengenal Kata (KOJIB META). Berdasarkan uji validitas dengan ahli materi, media permainan Kotak Ajaib Mengenal Kata (KOJIB META) dikategorikan sangat valid dengan tingkat validitas 87,5%. Berdasarkan uji validitas dengan ahli media, media permainan Kotak Ajaib Mengenal Kata (KOJIB META) dikategorikan sangat valid dengan tingakat validitas 93,18%. Berdasarkan hasi uji coba pada anak, media permainan Kotak Ajaib Mengenal Kata (KOJIB META) sangat valid dengan tingkat validitas 91,08%. Berdasarkan hasil penelitian, media permainan KOJIB META dapat dikatakan sangat valid dan sangat layak untuk digunakan sebagai media pembelajaran anak usia 5-6 tahun. This study aims to: (1) develop the product of the word knowing magic box game (KOJIB META) to stimulate the word recognition ability of children 5-6 years. (2) stimulate the literacy development of children aged 5-6 years in the ability to recognize words, (3) make it easier for teachers or parents in the children's language learning process. Game media has an important role in early childhood education. This research is a type of research and development (R&D) using the ADDIE model. This research was conducted in TK Bina Karsa, Bandar Lampung. The subjects of this study were material experts and media experts as validators and 5 children aged 5-6 years. The object of this research is a learning media called the Knowing Word Magic Box (KOJIB META). Based on the validity test with material experts, the game media of the Magic Knowing Words Box (KOJIB META) was categorized as very valid with a validity level of 87.5%. Based on the validity test with media experts, the game media game Magic Box to Know Words (KOJIB META) is categorized as very valid with a validity level of 93.18%. Based on the results of trials on children, the game media for the Magic to Know Words (KOJIB META) was very valid with a validity level of 91.08%. Based on the research results, the game media KOJIB META can be said to be very valid and very feasible to be used as a learning medium for children aged 5-6 years.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dr. R. Sri Martini M, M.Pd ; 2). Dr. Sofia Hartati, M.Si |
Subjects: | Pendidikan > Media Pembelajaran |
Divisions: | FIP > S1 Pendidikan Guru PAUD |
Depositing User: | Users 10266 not found. |
Date Deposited: | 16 Mar 2021 05:54 |
Last Modified: | 16 Mar 2021 05:54 |
URI: | http://repository.unj.ac.id/id/eprint/14662 |
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