Needs Analysis on Robmanjar (Learning Partner Robot) Game Design to Stimulate Early Childhood Literacy
Abstract
The purpose of this study was to analyze the learning needs of early childhood by designing the Robmanjar (Learning Partner Robot) game to stimulate the development of basic literacy in children's SPNF SKB Pontianak City Playgroup. The design of the Robmanjar game was prepared based on an analysis of the needs of the children's learning outcomes in the Pontianak City SPNF SKB Play Group in the first quarter of the odd semester of the 2022/2023 school year. The research method used was survey research. The number of respondents consisted of 1 educator, 8 parents of students, and 8 children of the SPNF SKB Playgroup in Pontianak City. Data collection techniques used interviews, observation, and questionnaires. The data analysis technique used was descriptive quantitative and qualitative analysis. The results showed that the average results of the elements of achievement in learning the basics of literacy were still low because the level of achievement of children who developed as expected was still below 50%. The details of the developmental achievements of the elements of the basics of child literacy in the Pontianak City SPNF SKB Play Group were 40.6% of children who had not yet developed; 42.2% of children started to develop; 15.6% of children developed as expected; and 1.6% of children developed very well. For the learning achievement elements of basic literacy to increase, it is necessary to design types of games that can stimulate children's development in the learning achievement elements of basic literacy. The Robmanjar game is expected to stimulate aspects of child development in the Pontianak City SPNF SKB Playgroup in the learning achievement elements of basic literacy.
Keywords
Full Text:
PDFReferences
Agustin, M. (2021). Keterampilan berpikir dalam konteks pembelajaran abad ke-21, kajian teoretis dan praktis menuju merdeka belajar. Bandung: PT RefikaAditama.
Budiharto, W. (2013). Pengantar kecerdasan buatan dan robotika. Cetakan 1. Jakarta: Halaman Moeka Publishing.
Elfiadi. (2016). Bermain dan permaian bagi anak usia dini. Itqan: Jurnal Ilmu-Ilmi Kependidikan, 7(1), 51-60.
Febtriko, A. (2017). Pemakaian mobile robot dalam meningkatkan perkembangan kognitif anak usia dini di Taman Kanak-Kanak. Rabit: Jurnal Teknologi dan Sistem Informasi Univrab, 2(2), 234-243. https://doi.org/10.3634/rabit.v2i2.215
Habibi, M. (2015). Analisis kebutuhan anak usia dini. Yogyakarta: Deepublish.
Hadis, A. & Nurhayati. (2019). Psikologi Pendidikan. Bandung: Alfabeta.
Hayati, N. & Putro, Z. K. (2021). Bermain dan permainan anak usia dini. Jurnal Pendidikan Islam Anak Usia Dini, 4(1).
Kamal, I. (2020) Pembelajaran di era 4.0 aplikasi teknologi informasi dalam pembelajaran. Bandung: Yrama Widya.
Lovandri, D. & Putra, I. (2015). Pengembangan multimedia pembelajaran interaktif mengenal angka dan huruf untuk anak usia dini. Jurnal Inovasi Teknologi Pendidikan, 2(2), 169–178.
Marindani, E. D. (2012). Robot mobile penghindar halangan (Avoider Mobile Robot) berbasis mikrokontroler AT89S51. Elkha, 3(2), https://doi.org/10.26418/ELKHA.V312.239.
Nufiari, M. P. (2020). Pengaruh kegiatan robotika terhadap peningkatan keterampilan kreatif anak usia 5 tahun. Skripsi. FITK UIN Syarif Hidayatullah Jakarta https://repository.uinjkt.ac.id/dspace/handle/123456789/61516.
Priyanto, A. (2014). Pengembangan kreativitas pada anak usia dini melalui aktivitas bermain. Jurnal ilmiah Guru COPE, 18(2).
Risdianto, E. (2019). Analisis pendidikan Indonesia di era revolusi industry 4.0. Universitas Bengkulu. https://www.researchgate.net/profile/Eko-Risdianto/publication/332415017_ (Accessed on December 3, 2022).
Riska, P. H. & Ismaniati, C. (2017). Pengembangan multimedia pembelajaran untuk mengembangkan aspek kognitif anak. Jurnal Inovasi Teknologi Pendidikan, 4(2), 130–139.
Saputra, A. (2022). Mari mengenal lebih jauh generasi alpha dan cirinya. https://aido.id/health-articles/mari-mengenal-lebih-jauh-generasi-alpha-dan-cirinya/detail. (Accessed on December 3, 2022).
Saputra, A. (2019). Permainan edukatif untuk anak usia dini. Jurnal Pelangi, 1(1). https://doi.org/10.52266/pelangi.v1i1.283
Sobah Horunisa, P., & Cahyati, N. (2020). Media permainan sunda manda robot bercahaya untuk kemampuan keseimbangan anak. Golden Age, 4(1), 1-11.
Suardi M., Dalman., & Hesti. (2020). Landasan pendidikan. Yogyakarta: Parama Ilmu.
Wahyujati, B. B. (2022). Panduan dasar konsep perancangan mainan robot edukasi untuk media belajar anak usia dini dengan pendekatan persepsi orang tua. Desain, 9(9), 401-414, https://doi.org/10.30998/jd.v9i3.11938.
Widyastuti, A. (2022). Merdeka belajar pendidikan anak usia dini dan implementasinya, merdeka belajar, merdeka bermain. Jakarta: PT Elex Media Komputindo.
Yus, A. (2011). Model pendidikan anak usia dini. Jakarta: Kencana Prenada Media Group.
DOI: http://dx.doi.org/10.26737/ij-mds.v6i2.4412
Refbacks
- There are currently no refbacks.
![Creative Commons License](http://i.creativecommons.org/l/by-nc/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Publisher:
Institute of Managing and Publishing of Scientific Journals, STKIP Singkawang
Address : STKIP Singkawang, Jalan STKIP - Kelurahan Naram, Singkawang, Kalimantan Barat, INDONESIA, 79251
No. Telp. : +62562 420 0344
No. Fax. : +62562 420 0584
International Journal of Multi Disipline Science
e-ISSN : 2615-1707
Editor in Chief Contact: [email protected] / [email protected] / Wa: +6285310307312
Publisher Contact: [email protected] / [email protected] / Wa: +6282142072788
Management Tools
INTERNATIONAL JOURNAL OF MULTI DISCIPLINE SCIENCE IS INDEXED BY
International Journal of Multi Discipline Science is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License