MODEL PERMAINAN EDUKATIF DIGITAL "WORKIEVERSE" UNTUK MENGEMBANGKAN KETERAMPILAN BERPIKIR KRITIS ANAK USIA 5-6 TAHUN

SHERLLYN AZZAHARRA ASBI, . (2026) MODEL PERMAINAN EDUKATIF DIGITAL "WORKIEVERSE" UNTUK MENGEMBANGKAN KETERAMPILAN BERPIKIR KRITIS ANAK USIA 5-6 TAHUN. Magister thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Beberapa lembaga PAUD telah memanfaatkan teknologi dalam mengembangkan keterampilan berpikir kritis anak, namun penggunaannya masih terbatas PowerPoint, Quizizz, dan e-book sehingga konsep belajar seraya bermain belum terimplementasi secara optimal. Padahal di era abad ke-21, pemanfaatan teknologi dan komunikasi secara berkelanjutan merupakan tanda kemajuan zaman, termasuk tujuan pendidikan. Anak usia dini juga terbiasa berinteraksi dengan teknologi dalam kehidupan sehari-hari. Oleh karena itu, dikembangkan model permainan edukatif digital untuk mengembangkan keterampilan berpikir kritis anak usia 5-6 tahun. Penelitian ini bertujuan untuk mengetahui efektivitas model permainan edukatif digital dalam mengembangkan keterampilan berpikir kritis anak usia 5-6 tahun. Penelitian menggunakan model ADDIE (Analyze, Design, Development, Implementation, dan Evaluation) dengan uji coba one-to-one (3 anak), kelompok kecil (5 anak), kelompok besar (10 anak), serta uji lapangan. Hasil uji efektivitas menunjukkan nilai t hitung sebesar 14,78 > t tabel 2,144 dengan nilai signifikansi 0,001 < 0,05. Perkembangan keterampilan berpikir kritis anak ditunjukkan dengan anak mampu menghubungkan/membandingkan, memberikan solusi, mengetahui sebab akibat, mengungkapkan alasan, mengingat, fokus, serta aktif bertanya dan menjawab. Dengan demikian, model permainan edukatif digital terbukti efektif dalam mengembangkan keterampilan berpikir kritis anak usia 5-6 tahun. ***** Several early childhood education institutions have used technology to support children’s critical thinking skills. However, its application remains limited to media such as PowerPoint, Quizizz, and e-books, resulting in the suboptimal implementation of learning through play. In the 21st century, the integration of information and communication technology is essential in education, and young children are increasingly familiar with digital tools in their daily lives. Therefore, a digital educational game model was developed to enhance critical thinking skills in children aged 5-6 years. This study aimed to examine the effectiveness of the model using the ADDIE framework. The development process involved one-to-one, small-group, and large-group trials, followed by field testing. The results showed a significant improvement in children’s critical thinking skills, with a t-value of 14.78 exceeding the t-table value of 2.144 (p < 0.05). Children demonstrated improved abilities in comparing and connecting information, problem solving, understanding cause-and-effect relationships, maintaining focus, and actively asking and answering questions. These findings indicate that the digital educational game model is effective in developing critical thinking skills in children aged 5–6 years.

Item Type: Thesis (Magister)
Additional Information: 1). Dr. Sri Wulan, M.Si; 2). Ade Dwi Utami, S.Pd., M.Pd., Ph.D.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FIP > S2 Pendidikan Anak Usia Dini
Depositing User: Sherllyn Azzaharra Asbi .
Date Deposited: 26 Feb 2026 01:24
Last Modified: 26 Feb 2026 01:24
URI: http://repository.unj.ac.id/id/eprint/65729

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