PEMBELAJARAN PENGENALAN HURUF, ANGKA DAN GAMBAR BERWARNA BERBASIS MULTIMEDIA (STUDI KASUS: TK PGRI GODONG)

Authors

  • Syifa Ashafatun Universitas Sains dan Teknologi Komputer
  • Migunani Migunani Universitas Sains dan Teknologi Komputer
  • Maya Utami Dewi Universitas Sains dan Teknologi Komputer
  • Khoirur Rozikin Universitas Sains dan Teknologi Komputer
  • Arsito Ari Kuncoro Universitas Sains dan Teknologi Komputer

DOI:

https://doi.org/10.51903/informatika.v5i2.1257

Keywords:

ADDIE , Early Childhood, Multimedia

Abstract

This study aims to develop an interactive multimedia-based learning application designed to introduce letters, numbers, and colorful images to early childhood learners. The development model employed is the ADDIE model, which consists of five systematic phases: Analysis, Design, Development, Implementation, and Evaluation. The analysis phase began with identifying field needs, followed by the design of learning media, development of a desktop-based application using Eclipse IDE and the Java programming language, and database integration using MySQL. The trial was conducted at TK PGRI Godong, involving 30 students as research subjects. Evaluation results indicate that the application has a positive impact on students’ understanding, with an overall average score of 93.3%. Validation by content experts (kindergarten teachers) yielded a feasibility score of 92%, while media experts gave a score of 88%. Classroom observations showed that students were more enthusiastic, focused, and better able to understand the material compared to conventional methods. Based on these findings, the learning application is deemed highly feasible and effective as a supporting medium in early childhood education.

References

[1] H. S. Putri, Pengembangan Video Pembelajaran Interaktif Dengan Tema Hewan Berdasarkan Jenis Makanannya Untuk Anak Usia Dini, Doctoral dissertation, Universitas PGRI Semarang, 2024.

[2] K. Kitriawati, Y. A. Solihah, K. Kusnadi, and L. Magdalena, “Perancangan Media Pembelajaran Interaktif Pengenalan Huruf dan Bacaan Bagi Anak Usia Dini,” Jurnal Grafis, vol. 1, no. 1, pp. 67–75, 2022.

[3] K. Satinder and Dhiman, “8. Abordări conceptuale asupra etapelor de creștere și dezvoltare la copii,” 2022. [Online]. Available: https://doi.org/10.56177/epvl.cap15.2022.ro.

[4] S. C. A. Wilantoro, A. Saputro, M. Anif, G. P. Utama, and B. H. Prasetyo, “Multimedia Interaktif sebagai media pembelajaran di Yayasan Al Karomah Pendidikan Anak Usia Dini (PAUD) Umi Handayani,” Indonesian Journal of Education and Computer Science, vol. 2, no. 2, pp. 131–142, 2024.

[5] A. D. Putri and D. Suryana, “Teori-Teori Belajar Anak Usia Dini,” Jurnal Pendidikan Tambusai, vol. 6, no. 2, pp. 12486–12494, 2022.

[6] W. Schnotz, Multimedia Comprehension, Cambridge University Press, 2023. [Online]. Available: https://doi.org/10.1017/9781009303255.

[7] R. E. Mayer, “The past, present, and future of the cognitive theory of multimedia learning,” Educational Psychology Review, vol. 36, no. 1, p. 8, 2024.

[8] T. Nuntawisuttiwong and N. Dejdumrong, “Digital Educational Game for Learning Genetic Algorithm Using ADDIE Model,” in 2024 28th Int. Conf. Information Visualisation (IV), Jul. 2024, pp. 344–349.

[9] A. S. Putra, F. Mukarromah, U. Waliyyudin, H. D. Ikhsanti, F. Meilidya, and T. A. F. Shaquille, “Sistem Informasi Pengenalan Hewan Berbasis Multimedia Interaktif,” Jurnal Pendidikan Teknologi Informasi (JUKANTI), vol. 6, no. 2, pp. 33–43, 2023.

[10] Eclipse Foundation, “Eclipse IDE: The open-source development environment,” [Online]. Available: https://www.eclipse.org/ide/.

Downloads

Published

2025-10-17