The purpose of this study was to determine the feasibility of interactive learning media 2-Dimensional Educational Game to increase the effectiveness of learning in Kindergarten in Jepara Regency. The research method using Research and Development was adopted from Borg and Gall with three simplified stages, namely introduction, development, and effectiveness testing. Data collection techniques through observation, questionnaires and documentation. The effectiveness of teaching materials was obtained from the pretest and posttest scores in the control class and the experimental class. Based on the results of the study, it can be concluded that the interactive learning media of the 2-Dimensional Educational Game is declared feasible and can be used. This can be seen from the expert validation which states very well, as well as positive responses from teachers and parents of students. The interactive media of the 2-Dimensional Educational Game that has been developed is stated to be effective in improving listening and speaking skills, as well as children's learning interest. This is evidenced by the students' listening and speaking abilities in the experimental group which were better than the control class.
CITATION STYLE
Azizah, S., Widjanarko, M., Darmanto, E., & Pratama, H. (2022). Interactive Learning Media 2D Educational Game to Improve Learning Effectiveness in Kindergarten Students. ICCCM Journal of Social Sciences and Humanities, 1(1), 23–38. https://doi.org/10.53797/icccmjssh.v1i1.4.2022
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