Eduvest � Journal of Universal Studies Volume 3 Number 1, January, 2023 p- ISSN 2775-3735- e-ISSN 2775-3727 |
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EDUCATIVE GAME TOOLS BASED ON ENVIRONMENTAL MATERIALS IN OVERCOMING
LEARNING PROBLEMS EARLY CHILDHOOD EDUCATION PROGRAMS |
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Mamah Rahmah Dewi TKIT Ibnu Khaldun, Cirebon,
Indonesia |
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ABSTRACT |
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The
implementation of Early Childhood Education needs serious attention because
many early childhood education organizations still do not meet quality
standards, the reason is that there are still limited Educational Game Tools
used by education in the implementation of learning. So this study aims to
find out the Environmental Material-Based Educational Game Tool in overcoming
the learning problems of early childhood education. This study uses a type of
qualitative research with a documentation method. The data analysis technique
used in this study is Miles and with four stages, namely 1) data collection,
2) data reduction, 3) data presentation, and 4) verification or conclusion.
The results of the study show that educational game tools based on environmental
materials are easy to obtain, so they can overcome the problems of early
childhood learning. One example of an Educational Game Tool is Mekuo-kuo or
commonly called congklak. |
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KEYWORDS |
educational
game tools, learning problems, early childhood education |
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This work is licensed under a Creative Commons Attribution-ShareAlike 4.0
International |
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INTRODUCTION
The
presence of Early Childhood Education both on formal channels, namely
Kindergarten and non-formal, such as Play Groups, as a forum for the
development of all aspects of child development. expected to be able to
overcome/provide appropriate solutions to problems encountered in informal
education, namely the family. Therefore, in the face of the times that are
slowly changing patterns of play and types of games that have a major influence
on children's development in the future. Early childhood educators are required
to be more creative in developing games so as to create meaningful play
activities. Children will learn through direct experience, in the end the
knowledge they get will enter long-term memory and last a long time. This is in
accordance with the principle of learning in kindergarten, namely playing while
learning, not learning while playing (Khadijah & Armanila, 2017).
Playing is
a basic right of early childhood. Playing is an activity to express oneself
without coercion with feelings of pleasure. In early childhood, playing can
provide many benefits to their development. The benefits of playing can develop
the moral, motor, cognitive, language, and social development of children. The
benefits of playing are not only felt when done with a group of friends, but
playing alone can also provide its own benefits for early childhood
(NailiRohmah, 2016).
National
Education System Law No. 20 of 2003 Article I paragraph 14 which states that
Early Childhood Education is a coaching effort aimed at children from birth to
the age of six which is carried out through the provision of educational
stimuli to help physical and spiritual growth and development so that children
have readiness to enter education further, which are held in formal,
non-formal, and informal channels. Learning while playing, educators need an
educational game tool to teach children. Educational Game Tool is a media that
is designed and created to assist the teaching and learning process of
educators in the classroom and can help students develop their potential.
Educational Game Tools are game tools that can be made with various materials such
as materials in the environment which we can also call environment-based APE
(Astini et al., 2019).
Adams in
Solfema et al., (2018) argues that educational games are all forms of games
designed to provide educational experiences or learning experiences to the
players, including traditional and modern games that are given educational and
teaching content. Therefore, in rural areas, traditional educational game tools
and the use of environmental materials are very easy to obtain. This has not
been utilized by educators, because the insights and skills of educators of
early childhood education staff are still limited.
Based on
the background described above, the researcher is interested in conducting
research with the title "Educative Game Tools Based on Environmental
Materials in Overcoming Learning Problems in Early Childhood Education".
RESEARCH
METHOD
The type
of research used in this research is descriptive qualitative research using
library research methods. Qualitative research on data processing and its
findings are not obtained from statistical procedures or other forms of
calculation (Surayya, 2015). Qualitative is also interpreted as an approach
that focuses on a deeper understanding of a research problem formulation
(Salma, 2021)
The data
analysis technique used in this study is Miles and Huberman in Sugiyono in
Astini et al., (2022) with four stages, namely 1) Data collection, the main
activity in research is data collection. In qualitative research, data
collection was carried out by means of observation, interviews and
documentation. 2) Data reduction, data reduction, namely summarizing the data
obtained from the initial stages of data collection in the field, choosing the
main things, focusing on the important things, and removing unnecessary things.
3) Presentation of data, the data obtained in the field is not presented as a
whole. 4) Verification or conclusion, the final stage in the qualitative data
analysis process is drawing conclusions. The conclusion in qualitative research
is a new finding that has never existed before in the form of a description or
description of an object whose truth is still unclear so that when examined it
will become clear.
RESULT
AND DISCUSSION
Early Childhood
Education is education that is organized with the aim of facilitating the
growth and development of children as a whole or emphasizing the development of
all aspects of a child's personality (Angraini et al., 2021). Learning in early
childhood is done by playing while learning. The game is a productive and
serious activity for children, through play can improve all aspects of their
development. Through play, children can discover new things and strengthen
things they already know through expression and exploration, which reveal their
identity, fantasy, and liveliness (Baharun et al., 2021).
Therefore,
attention to the implementation of Early Childhood Education needs serious
attention. The problem is that the implementation of early childhood education
still does not meet the expected quality standards. One reason is that there
are still limited educational game tools used by education in the
implementation of learning.
Early childhood
education institutions as a forum for building character and exploring
children's potential from an early age are supported by the community,
especially the family closest to the child by providing learning facilities,
especially various kinds of playing tools that contain educational values
for children or what is often referred to as Educative Game
Tools. (APE) (Faith et al., 2023).
According to
Villela in Haryani & Qalbi, (2021) Educational Game Tools are all forms of
game tools designed as a means or tool to clarify material, stimulate aspects
of children's development and abilities so as to create a sense of fun and
educational value in them. Game tools are used when playing and unconsciously
the child will get the value of knowledge and understanding as well as real
learning experience.
Environment-Based
Educational Game Tool is a game tool that is made or used as a medium for
teaching and learning processes that originate from the surrounding
environment. Materials from the environment that can be used as media in the
teaching and learning process, such as zoos, flower gardens, citrus orchards
and so on. While the tools used to create an APE from the environment are in
the form of wood, bamboo, sand, clay and so on.
To create an
Educational Game Tool, knowledge about the environment is needed. Environmental
knowledge is a science that teaches us to learn about the environment and how
it affects human life around it. According to Supriatin & Listi, (2022)
Environmental knowledge has several indicators, namely:
1.
Factual knowledge is knowledge that is
stored in one's memory. This refers to what an individual knows about the
environment around him.
2.
Subjective knowledge, is an individual's
perception or judgment about what they know and how much they know about the
environment around them.
3.
Abstract knowledge, is knowledge related
to environmental issues, problems, causes and solutions.
The
characteristics of educational game tools according to Tedjasaputra in Ariyanti
& Muslimin, (2015) argue that educational game tools have several
characteristics, namely:
1.
It can be done in several ways, meaning
that the game tool can be played with various purposes and benefits;
2.
Aimed primarily at preschool age children
and serves to develop various aspects of children's intelligence and motor
development;
3.
Make children actively involved because in
the process of playing children will use their game tools. In addition,
children can also interact with toys, friends and teachers during the playing
process by using game tools;
4.
Constructive in nature, namely a way of
playing that is constructive, fostering, repairing, where children use
materials to make something that is not for the purpose of being useful, but
aimed at the joy they get from making it.
Before making an
educational game tool, the teacher must pay attention to some of the
requirements for making it. According to Zaman, (2006) these requirements
include educational requirements, technical requirements and aesthetic
requirements. The description of these conditions is as follows:
1.
Educational requirements Educational
requirements mean that the manufacture of educational game tools must be
adapted to the applicable educational program so that their production will
greatly assist the achievement of the objectives contained in the compiled
educational program. More specifically, this educational requirement means
that:
a.
Educational game tools made in accordance
with educational activity programs (educational programs/applicable curricula)
b.
Educational game tools made according to
methodical didactics means that they can help the success of educational
activities, encourage children's activity and creativity and are in accordance
with abilities (child development stage)
2.
Technical requirements Technical
requirements that must be considered in the manufacture of educational game
tools are related to technical matters such as material selection, material
quality, color selection, material strength at certain temperatures and so on.
In more detail, the technical requirements for making educational game tools
are:
a.
Educational game tools are designed
according to the purpose, the function of the facility (does not cause
conceptual errors) for example in making building blocks, accurate shape and
size accuracy is absolutely fulfilled because if the size is not right it will
cause conceptual errors.
b.
Educational game tools should be
multi-purpose, even though they are intended for certain purposes, it does not
rule out the possibility of being used for other development purposes.
c.
Educational game tools are made using
materials that are easy to get in the surrounding environment, cheap or from
used/leftover materials.
d.
Safe (does not contain elements that are
harmful to children, for example sharp, toxic, etc.)
e.
Educational game tools should be durable,
strong and durable (still effective even if the light changes)
f.
Easy to use, adds to the fun of children
to experiment and explore
g.
Can be used individually, in groups and
classically.
Aesthetic
requirements This aesthetic requirement concerns the aesthetic elements of the
educational game tools that are made. The element of beauty/aesthetics is very
important to note because it will motivate and attract the attention of
children to use it. More detailed matters relating to these aesthetic
requirements concern the following matters:
1) Elastic shape,
light weight (easy for children to carry)
2) Size
compatibility (neither too big nor too small)
3) Colors (color
combinations) are harmonious and attractive.
An example of an
environment-based Eductive Educational Tool is Congklak.
Game of Mekuo-kuo (Congklak)
Mekuo-kuo
is one of the traditional games, both performed by the Tolaki and Muna people.
Initially the container consisted of 6 pairs of left-hand holes and each
right-hand and left-hand ends could be made by hollowing out the ground using
subsequent wood with their own heels for smoothing. As for other tools in the
form of seeds such as tamarind fruit seeds or you can also use gravel.
Game
equipment, namely: 1) six holes perforated on each side and one each at the
end, sometimes also in large stones which are punched/or in the ground.
Changes: in this study it was made of 3 cm thick wood/board which was smoothed
first and then perforated, the choice of boards was because around KB there
were still several trees and there were also carpenters, so children could
naturally understand the raw materials for this game tool; 2) seeds from dadara
obtained in the forests. Because it was difficult to get dadara seeds, the
children replaced them with the same number of pebbles, namely 56 seeds,
because each hole contained 4 seeds. Changes: in this study the seeds were
replaced with tamarind seeds and corn seeds because around the KB there are
tamarind stems and corn plantations, making it easier for children to
understand the natural surroundings.
How
to play: players consist of two teams, each team consisting of 1-2 people. Game
technique: To start the game, a lottery or suten is carried out, the winner
starts the game by lifting the four seeds in a hole in front of him, then
filling in one seed in each subsequent hole. If it runs out, then all the
contents of the last hole are taken and then filled in to the next hole, the
game is declared stopped for the first team if at the time the last seed finds
an empty hole. Next begins for the second team, with the same rarity as the
first team. Winners are determined based on the criteria that earn the most
points. In addition to naturalist intelligence, children develop through the
introduction of game tools from the natural surroundings, they can also improve
cognitive and motor skills through training their fingers to move and count
(Anwar et al., 2013).
CONCLUSION
Based on the research
conducted, it can be concluded that attention to the implementation of Early
Childhood Education needs serious attention because the implementation of early
childhood education still does not meet the standards caused by the limited
Educational Game Tools (APE) used by education in the implementation of
learning. So that environment-based educational game tools can be an
alternative in overcoming learning problems in early childhood education. One
example of an educational game tool that can be used is Mekuo-kuo, also known
as the congklak game. This game can improve children's cognitive and motor
skills by practicing their fingers and counting.
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