Pengembangan Permainan Kereta Pintar (Smart Train) Berbasis Loosepart Untuk Meningkatkan Kemampuan Mengenal Angka 1-10 Pada Anak Kelompok A Di RA Tunas Cendekia Glenmore Tahun Pelajaran 2022-2023
Keywords:
Smart train; Game; Loosepart-based; Numbers; Group A RA Tunas ScholarAbstract
This study aims to obtain data on improving the ability to recognize numbers 1-10 children aged 4-5 years through the media of a loosepart-based smart train game. The research was carried out at RA Tunas Scholar Glenmore with the research subjects being Group A children with a total of 25 children in the 2022/2023 school year. This type of research uses R&D (Research and Development) using the Borg and Gall. This research method uses research and development, Borg and Gall. Data collection techniques used unstructured interviews, observation, assessment tests, and non-test. At the same time, data analysis uses quantitative data and descriptive elaboration. The results of the study showed that the validity of the media of a loosepart-based smart train game gain of 3,75 and 3,9, if converted to a valid category. The effectiveness of the media of a loosepart-based smart train game showed 0,917 that the loosepart-based smart train game media to improve the ability to recognize numbers 1-10. Based on the results of the research that has been done, it can be concluded that the loosepart-based smart train game media to improve the ability to recognize numbers 1-10 in Group A students RA Tunas Scholar Tulungrejo Glenmore Banyuwangi is appropriate to use.
Keywords: Smart train; Game; Loosepart-based; Numbers; Group A RA Tunas Scholar
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