Pengembangan Aplikasi Game Kotapin (Kosakata Pintar) Terhadap Kemampuan Kosakata Anak Usia 4-5 Tahun
Development Of Kotapin (Smart Vocabulary) Game Application On Vocabulary Skills Of 4-5 Years Old Children
Penelitian ini dilatarbelakangi oleh kemampuan bahasa anak yang belum sesuai dengan standar tingkat perkembangan anak usia 4-5 tahun, khususnya pada kemampuan kosakata aktif-produktif. Tujuan dari penelitian ini untuk mengetahui pengembangan, kelayakan dan keefektifan media aplikasi game Kotapin dalam menstimulasi penguasaan kosakata aktif-produktif anak usia 4-5 tahun. Penelitian ini menggunakan jenis penelitian pengembangan dengan model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Kelayakan media diperoleh dari ahli materi dengan presentase 90,62%, dan ahli media denganh presentase 90,62%. Subjek dalam penelitian ini yakni 30 anak dari 2 sekolah yang berusia 4-5 tahun. Uji keefektifan dilakukan dengan menggunakan uji Mann Whitney U Test menunjukkan bahwa Asymp.Sig (2-tailed) sebesar 0,013 < 0,05 maka Ho ditolak dan Ha diterima. Dalam artian media aplikasi game Kotapin (Kosakata Pintar) efektif digunakan untuk meningkatkan dan dapat menjadi inovasi bahan ajar bagi guru TK untuk menstimulasi kemampuan kosakata aktif-produktif anak usia 4-5 tahun. Saran bagi peneliti selanjutnya adalah dapat menyediakan gadget yang cukup agar dalam pelaksanaan treatment tidak memakan banyak waktu serta dapat mengembangkan game Kotapin (Kosakata Pintar) dalam versi IOS (iPhone Operating System) dan PC (Personal Computer).
Kata Kunci: Game Kotapin (Kosakata Pintar), Kemampuan Kosakata Aktif-Produktif, Anak Usia 4-5 Tahun
This research This research is motivated by children's language skills that are not in accordance with the standard level of development of children aged 4-5 years, especially in active-productive vocabulary skills. The purpose of this study is to determine the development, feasibility and effectiveness of the Kotapin game application media in stimulating the mastery of active-productive vocabulary for children aged 4-5 years. This research uses a type of development research with the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). Media feasibility was obtained from material experts with a percentage of 90.62%, and media experts with a percentage of 90.62%. The subjects in this study were 30 children from 2 schools aged 4-5 years. The effectiveness test was conducted using the Mann Whitney U Test, which showed that Asymp.Sig (2-tailed) was 0.013 <0.05, so Ho was rejected and Ha was accepted. In the sense that the Kotapin (Smart Vocabulary) game application media is effectively used to improve and can be an innovative teaching material for kindergarten teachers to stimulate the active-productive vocabulary skills of children aged 4-5 years. Suggestions for future researchers are to provide enough gadgets so that the implementation of treatment does not take much timze and can develop the Kotapin (Smart Vocabulary) game in the IOS (iPhone Operating System) and PC (Personal Computer) versions.
Keywords: Kotapin (Smart Vocabulary) Game, Active-Productive Vocabulary Ability, 4-5 Years Old Children