Pemanfaatan media pembelajaran yang tepat di TK dapat mengembangkan berbagai kemampuan anak dengan baik, tetapi sebaliknya apabila penggunaan media kurang menarik bagi anak, anak akan cepat bosan dan tidak tertarik lagi dengan pembelajaran yang diberikan oleh guru. Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran model-model boneka yang dapat digunakan untuk mengembangkan kemampuan bahasa ekspresif anak dalam bercerita sesuai dengan jenis tema kegiatan yang ada di TK.. Penelitian ini merupakan penelitian pengembangan yang mengadopsi tahapan pengembangan dari Borg and Gall. Hasil penelitian menunjukkan bahwa produk media yang dikembangkan mudah digunakan siswa dan memiliki tingkat kemenarikan yang tinggi.
Abstrak: Media pembelajaran yang dapat menjembatani dunia maya dan dunia nyata menjadi kebutuhan dalam meningkatkan pemahaman mahasiswa tentang pola lantai tari anak usia dini. Penelitian ini bertujuan untuk mengembangkan modul pola tari anak usia dini dengan teknologi augmented reality yang layak dan praktis. Model ADDIE yang meliputi analisis, desain, pengembangan, dan implementasi menjadi model pengembangan yang digunakan oleh peneliti. Hasil penelitian ini adalah: (1) penilaian kelayakan media oleh ahli media dan ahli materi berada pada kategori layak dengan prosentase 75 persen dan 83 persen; (2) penilaian kepraktisan oleh pengguna yaitu mahasiswa dari dimensi kebermanfaatan media 87,75 persen, dimensi desain 86,7 persen dan dimensi bahasa 91,8 persen sehingga modul dikatakan praktis. Maka, modul pola tari anak usia dini dengan teknologi augmented reality yang dikembangkan layak dan praktis untuk digunakan pada proses pembelajaran mahasiswa pada matakuliah seni tari anak usia dini.Abstract: Learning media that can bridge the virtual world and the real world is a necessity in increasing students' understanding of dance floor patterns for early childhood. The research aims to develop a dance pattern module for early childhood with augmented reality that is feasible and practical. The ADDIE model, which includes analysis, design, development, and implementation, becomes the development model used by the researchers. The results of this study are: (1) media feasibility assessment by media experts and material experts is in the appropriate category with a percentage of 75 percent and 83 percent; (2) the practicality assessment by users, namely students from the media usefulness dimension, is 87.75 percent, the design dimension is 86.7 percent, and the language dimension 91.8 percent so that the module is said to be practical. In conclusion, the developed early childhood dance pattern module with augmented reality is feasible and practical to use in the student learning process in early childhood dance art courses.
This study aims to develop an Abhinaya Circuit video game media suitable for training gross motor skills in early childhood. This research uses Research and Development research. The method applied in this research refers to the Borg and Gall method, which consists of 10 research steps. In this study, only eight steps were applied; (1) conducting a needs analysis, (2) planning, (3) developing a product design at the beginning, (4) validating the developed product design, (5) revising the product design, (6) conduct trials, (7) revise the product (8) Production. The collected data in this study using observation, interview, and documentation techniques. Data analysis in the form of descriptive quantitative. The results of this study were obtained: (1) the feasibility test results of the Abhinaya Circuit video media were carried out by two validators, namely media expert lecturers and early childhood physical-motoric lecturers. The media expert validator research results are 83.6% with valid criteria and can be used with a little revision. The results of the instrument validation of children's motor physicists were 94.6%, with very valid criteria so that they could be used without revision. (2) The results of product trials in terms of 3 aspects of safety, convenience, and attractiveness (zig-zag running, crawling, throwing balls, cranks, shuttle runs) obtained a total percentage of 94.6%, which was included in the feasible category. Based on the results of the research that has been done, it can be concluded that the Abhinaya circuit media is safe, easy and interesting and can be used as an alternative to stimulate gross motor skills in early childhood, especially children aged 4-6 years.
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