"RUMAH BERHITUNG" AS A TOOL TO STIMULATE NUMERACY SKILLS IN CHILDREN AGED 5-6 YEARS

Adinda Dwi Lestari, Anisa Nur Rahma Hati, Wuri Astuti, I Wayan Sutama

Abstract


Basic math skills are one of the competencies whose development is very important in childhood. Cultivating these skills in children aged 5 to 6 years requires practical, interactive, and engaging learning opportunities, so that they can understand math concepts through activities that are appropriate to their development. The purpose of this research is to develop a learning tool called "Rumah Berhitung", which is an educational game-based learning media designed to stimulate basic math skills in children aged 5 to 6 years. Abilities that can be stimulated through this game are counting 1 to 20, matching number symbols with objects, counting objects, addition, subtraction, and quantity. The ball serves as a tactile object that can be actively manipulated during learning activities, allowing children to gain hands-on experience with math tasks. This research uses a research and development approach based on the ADDIE model which consists of the Analysis, Design, Development, Implementation, and Evaluation phases. Participants included experts in the field of early childhood cognition, media experts, and children aged 5 to 6 years from El-Mu'jizah Kindergarten. The data collection instrument used expert validation sheets, observation sheets on children's cognitive abilities, and documentation. The next analysis uses quantitative and qualitative-descriptive methods. The validation results showed that 92.5% of subject matter experts and 86% of media experts considered the learning tools valid. In a trial involving a larger group of 10 children, an overall score of 95.83% was achieved, Children demonstrated 100% mastery of skills such as counting (1–20), matching symbols to objects, counting items, and performing simple addition and subtraction. The ability to compare quantities reaches the level of 75%. The results show that the "Rumah Berhitung" meets the suitability criteria and can be used as a concrete, interactive, and game-based learning tool to foster basic math skills in children aged 5 to 6 years.

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