PENGEMBANGAN ALAT PERMAINAN RITATOON TENTANG BINATANG PELIHARAAN SEBAGAI MEDIA STIMULASI KEMAMPUAN KOGNITIF ANAK USIA DINI

Eny Nur Aisyah, Tomas Iriyanto, Wuri Astuti, Evania Yafie

Abstract


Proses belajar mengajar anak usia dini yang mengacu pada proses dasar “Belajar sambil Bermain dan Bermain sambil Belajar”, sehingga diperlukan pembelajaran yang atraktif dan memberikan kesempatan pada anak untuk aktif, kreatif, dan menyenangkan. Tujuan dari penelitian pengembangan ini adalah untuk menghasilkan alat permainan ritatoon yang dapat meningkatkan kemampuan kognitif anak usia dini. Metode penelitian  yang digunakan melalui prosedur Borg and Gall yang dipilih dan disesuaikan dengan kondisi di lapangan melalui 7 langkahyang dilaksanakan di TK LAB UM kota Malang  di kelas A1 dan A2. Hasil dari penelitian pengembangan ini berupa produk alat permainan ritatoon tentang binatang peliharaan sebagai media stimulasi kemampuan kognitif  anak usia dini. Berdasarkan data hasil uji coba, disimpulkan bahwa alat permainan ritatoon dapat digunakan dalam mengembangkan kemampuan kognitif anak kelompok A di TK LAB UM Kecamatan Lowokwaru Kota Malang.

Abstract

The process of teaching and learning of early childhood refers to the basic process of "Learning while playing and playing while learning", so it takes attractive learning and provides opportunities for children to be active, creative, and fun. The aim of this development research is to produce a ritatoon game tool that can improve cognitive abilities of early childhood. The research method used through the Borg and Gall procedure was selected and adapted to the conditions in the field through 7 steps carried out in TK LAB UM Malang in class A1 and A2. The results of this development research in the form of ritatoon game products about pets as a medium for stimulating cognitive abilities of early childhood. Based on the trial data, it was concluded the ritatoon game tool could be used in developing the cognitive abilities of group A children in TK LAB UM Lowokwaru District Malang.


Keywords


Alat permainan; Ritatoon; Kemampuan kognitif; Game tools, Ritatoon, Cognitive abilities

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DOI: http://dx.doi.org/10.17977/um038v2i32019p174

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