PENGEMBANGAN GAME EDUKASI PISIBO SEBAGAI MEDIA PEMBELAJARAN BERPIKIR SIMBOLIK PADA ANAK USIA 4–5 TAHUN

Authors

  • Novi Safitriana Risqi Universitas Jambi
  • Winda Sherly Utami Universitas Jambi

DOI:

https://doi.org/10.51878/strategi.v6i2.10402

Keywords:

Media Pembelajaran, Game Edukasi, Berpikir Simbolik

Abstract

ABSTRACT

Symbolic thinking is a child’s ability to understand and use symbols, such as numbers, letters, or images, to represent objects or concepts. This ability serves as a fundamental basis for cognitive development in early childhood. However, preliminary studies conducted in five kindergartens in Jambi Luar Kota District indicate that the symbolic thinking ability of children aged 4–5 years is still relatively low, particularly in recognizing, distinguishing symbols, and understanding basic numerical concepts. This study aims to develop the PISIBO educational game as an interactive and engaging learning medium tailored to early childhood characteristics. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of Analyze, Design, Development, Implementation, and Evaluation stages. The results show that the PISIBO educational game is highly feasible, with media expert validation reaching 92.92% and material expert validation 91.6%, both categorized as very valid. The practicality test yielded a score of 89%, categorized as very good. Additionally, children’s interest levels were very high, reaching 91% in small group trials and 98.2% in large group trials, indicating that the media is effective for learning.

ABSTRAK

Berpikir simbolik merupakan kemampuan anak dalam memahami dan menggunakan simbol, seperti angka, huruf, atau gambar, untuk merepresentasikan objek atau konsep tertentu. Kemampuan ini menjadi dasar penting dalam perkembangan kognitif anak usia dini. Namun, hasil studi pendahuluan yang dilakukan di lima taman kanak-kanak di Kecamatan Jambi Luar Kota menunjukkan bahwa kemampuan berpikir simbolik anak usia 4–5 tahun masih tergolong rendah, khususnya dalam mengenali dan membedakan simbol serta memahami konsep bilangan sederhana. Penelitian ini bertujuan untuk mengembangkan game edukasi PISIBO sebagai media pembelajaran yang interaktif, menarik, dan sesuai dengan karakteristik anak usia dini. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analyze, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa game edukasi PISIBO dinyatakan sangat layak berdasarkan validasi ahli media sebesar 92,92% dan ahli materi sebesar 91,6% dengan kategori sangat valid. Uji kepraktisan memperoleh persentase 89% dengan kategori sangat baik. Selain itu, tingkat ketertarikan anak juga sangat tinggi, yaitu 91% pada uji coba kelompok kecil dan 98,2% pada kelompok besar, sehingga media ini efektif digunakan dalam pembelajaran.

Downloads

Download data is not yet available.

References

Annisa, S. N., & Komala, K. (2025). Quizizz: Media Pembelajaran Untuk Anak Usia Dini Dalam Meningkatkan Kemampuan Berpikir Simbolik. CERIA (Cerdas Energik Responsif Inovatif Adaptif), 8(1), 26-35. https://doi.org/10.22460/ceria.v8i1.26506

Aris, M. A. B. M., & Mansor, R. B. (2023). Development And Validation Of Teaching And Learning Module Based On ADDIE Model For Year 4 Plant Topic. International Journal Of Academic Research In Progressive Education And Development, 12(2), 1413–1428. https://doi.org/10.6007/ijarped/v12-i2/17338

Asbi, S. A., Wulan, S., & Utami, A. D. (2026). Critical Thinking Development Through Digital Play: A Systematic Literature Review Of Early Childhood Context. Journal Of Science And Education (JSE), 6(2). https://jse.rezkimedia.org/index.php/jse/article/view/628

Bariyah, K., & Sari, D. A. L. (2025). Upaya Pendidikan Karakter Anak Melalui Pendidikan Anak Usia Dini (PAUD). TEACHING: Jurnal Inovasi Keguruan dan Ilmu Pendidikan, 5(2), 309–319. https://doi.org/10.51878/teaching.v5i2.6465

Berliana, D., Rusdiyani, I., & Atikah, C. (2024). Game Edukasi Berbasis Canva Untuk Meningkatkan Kemampuan Kognitif Anak Usia Dini. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 8(1), 201–210. https://doi.org/10.31004/obsesi.v8i1.5913

Dahlan, D., Iman, M., Hurayrah, A. Y., Guratmana, M. F., Putri, R. A., Fauzin, M. A., Maudina, A. R., Adriansyah, R., Surya, S., & Yadi, R. P. (2024). Enhancing The Quality Of Early Childhood Education Through The Design Of Creative Visual Media At Kana Early Childhood Education Center. Indonesian Journal Of Early Childhood Education, 7(2). https://jurnal.unw.ac.id/index.php/ijec/article/view/4344

Daryati, M. E. (2025). The Effectiveness Of Interactive Learning Media In Improving Early Childhood Numeracy Skills. Jurnal Pena PAUD, 6(1). https://doi.org/10.33369/jpp.v6i1.41166

Habibi, A. R., & Agustini, R. (2022). Validity Of Learning Media In Reaction Rate Material. Journal Of Chemistry Education Research (JCER), 6(1), 8–13. https://doi.org/10.26740/jcer.v6n1.p8-13

Harahap, O. F. M., Napitupulu, M., & Batubara, N. S. (2022). Media Pembelajaran: Teori Dan Perspektif Penggunaan Media Pembelajaran Dalam Pembelajaran Bahasa Inggris. CV Azka Pustaka. https://books.google.com/books?id=bc9qeaaaqbaj

Kristiani, A., Wahyuni, D., & Wahyuni, S. (2022). Interactive Learning Media Development Articulate Storyline To Improve Science Literacy Capabilities Of Junior High School Students. Berkala Ilmiah Pendidikan Fisika, 10(2). https://ppjp.ulm.ac.id/journal/index.php/bipf/article/view/13307

Margheri, V., Martucci, A., Bei, E., Graziani, D., Scatigna, S., Guazzini, A., & Pecini, C. (2025). Child Engagement During Interaction With Digital And Robotic Activities: A Systematic Review. Frontiers In Education, 10, 1568028. https://doi.org/10.3389/feduc.2025.1568028

Muslim, M., Kuo, H.-C., Setiawan, D., Fernandez, D., Putra, R., Derisman, A., & Zikri, Z. (2024). Evaluation Of The Practicality Of Project-Based Learning Implementation Plan Using ADDIE Approach. Jurnal Inovasi Teknologi Pendidikan, 11(4). https://doi.org/10.21831/jitp.v11i4.71122

Nasution, N., & Taufik, B. (2023). Effectiveness Of ADDIE Model Implementation In The Development Of Learning Media Based On Digital Teaching Materials. Proceeding International Seminar Of Islamic Studies. https://jurnal.umsu.ac.id/index.php/insis/article/view/22915

Papadakis, S. (2021). The Impact Of Coding Apps To Support Young Children In Computational Thinking And Computational Fluency: A Literature Review. Frontiers In Education, 6, 657895. https://doi.org/10.3389/feduc.2021.657895

Prastiwi, F. D., & Lestari, T. D. (2024). Digital Game-Based Learning In Enhancing English Vocabulary: A Systematic Literature Review. Jurnal Penelitian Ilmu Pendidikan Indonesia, 4(2). https://jpion.org/index.php/jpi/article/view/382

Priyono, F. H., Rahmawati, A., & Pudyaningtyas, A. R. (2021). Kemampuan Berpikir Simbolik Pada Anak Usia 5-6 Tahun. Kumara Cendekia, 9(4), 212-217. https://doi.org/10.20961/kc.v9i4.53280

Santika, G. D. (2021). Edu-Game Sebagai Media Pembelajaran Pendidikan Anak Usia Dini Di Taman Kanak-Kanak Dharma Wanita 56. TEKIBA: Jurnal Teknologi Dan Pengabdian Masyarakat, 1(2), 52-55. https://doi.org/10.36526/tekiba.v1i2.1620

Sayidah, R. R., Hurri, I., & Siwiyanti, L. (2021). Media Game Edukasi Berupa Aplikasi Untuk Pengenalan Huruf Hijaiyah Pada Anak Usia Dini. Early Childhood, 5(2), 142-154. https://doi.org/10.35568/earlychildhood.v5i2.1363

Taufiki, R., Nadeak, L. S. H., & Istiarsyah, I. (2026). The Impact Of Child-Centered Teaching Approaches And Teacher Interaction On Learning Engagement Among Early Childhood Students In Indonesia. The Eastasouth Journal Of Learning And Educations, 4(1). https://esj.eastasouth-institute.com/index.php/esle/article/view/950

Ulfah, F., & Wandani, S. (2024). Meningkatkan Kemampuan Berpikir Simbolik Anak Melalui Media Toples Simbol Pada Anak Usia Dini 4-5 Tahun Di RA Al Kubro Kecamatan Tarogong Kaler Kabupaten Garut. Jurnal Pendidikan Islam Anak Usia Dini (Anaking), 3(1), 41-45. https://doi.org/10.37968/anaking.v3i1.526

Whindayati, A., Fauziah, R. N., Fatimah, S., Yusmaini, Y., & Handayani, D. (2024). Penguatan Kompetensi Abad Ke-21 Dalam Pembelajaran Di Era Digital: Tantangan Dan Strategi Pendidik Indonesia. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(4). https://journal.unpas.ac.id/index.php/pendas/article/view/35543

Yulianti, Y., & Andrisyah, A. (2023). Maze Angka: Media Pembelajaran Dalam Meningkatkan Kemampuan Berpikir Simbolik Anak Usia Dini. CERIA (Cerdas Energik Responsif Inovatif Adaptif), 6(6), 577-585. https://journal.ikipsiliwangi.ac.id/ceria/article/view/18772

Yurintama, H. A. U., & Puspitasari, R. N. (2025). Efektivitas Media Ular Tangga Terhadap Kemampuan Berpikir Simbolik Pada Anak Kelompok A. Jurnal Pelita PAUD, 9(2), 568-582. https://doi.org/10.33222/pelitapaud.v9i2.4742

Downloads

Published

2026-04-29

How to Cite

Novi Safitriana Risqi, & Winda Sherly Utami. (2026). PENGEMBANGAN GAME EDUKASI PISIBO SEBAGAI MEDIA PEMBELAJARAN BERPIKIR SIMBOLIK PADA ANAK USIA 4–5 TAHUN. STRATEGY : Jurnal Inovasi Strategi Dan Model Pembelajaran, 6(2), 527–539. https://doi.org/10.51878/strategi.v6i2.10402

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.