Pengembangan Gamifikasi Genially dalam Mengembangkan Kemampuan Kognitif pada Anak Usia 4-5 Tahun di Banda Aceh
DOI:
https://doi.org/10.24252/nananeke.v9i1.67519Keywords:
gamification, genially, cognitive ability, early childhoodAbstract
This research is motivated by problems in the cognitive abilities of 4-5 year old children at TK IT Mon Kuta, especially in recognizing number sequences, comparing quantities, and understanding number symbols. This problem is also influenced by the lack of implementation of digital learning media, so that children's learning motivation is still low. Therefore, innovation is needed in the form of interactive learning media through Genially-based gamification. This study aims to determine the development process and feasibility of Genially gamification media in supporting children's cognitive development. The method used is Research and Development (R&D) with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 15 children in class A1. Data collection techniques were carried out through observation and questionnaire, then analyzed quantitatively using percentages. The results of the study showed that the level of media feasibility was very high, with validation from material experts at 90% and media experts at 88%. In addition, children's responses to the media reached 90.66% with a very good category. Thus, the Genially gamification media developed is declared feasible and effective in increasing children's involvement and cognitive abilities, especially in understanding the concept of numbers and number symbols.
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