Transforming Pedagogy with Digital Games: Tapak Nusantara as a Tool for Early Childhood Critical Thinking Development

Objective: This study explores pedagogical transformation in early childhood education through digital game-based learning by developing Tapak Nusantara, a digital adaptation of the traditional crankle game. Integrating pedagogical principles in game-based learning is crucial for fostering critical thinking in young learners. This research bridges cultural pedagogy with digital learning, ensuring children acquire meaningful educational experiences while preserving Indonesian culture. Method: This research is development research with a 4D model approach. The subjects of this study were 53 children in IT Nada Ashobah kindergarten class B and Labschool Unesa kindergarten class B. Results: This study showed a significant difference between the crankle traditional and crankle traditional games. The results of this study showed a significant difference between the pre-test and post-test scores in both the Nada Ashobah IT Kindergarten (t = -8.494, p < 0.001) and Labschool (t = -5.783, p < 0.001) groups, which indicated the effectiveness of the game in improving children's critical thinking. Novelty: This research lies in three key contributions: (1) the pedagogical innovation of integrating game-base learning with cultural education, (2) the digital transformation of a traditional game into a developmentally appropriate learning tool, and (3) Tapak Nusantara representative culture, pedagogy, and technology to cultivate critical thinking for early childhood.

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Publication Details

Journal
IJORER International Journal of Recent Educational Research
Published
2025-03-30
DOI
https://doi.org/10.46245/ijorer.v6i2.803
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Transforming Pedagogy with Digital Games: Tapak Nusantara as a Tool for Early Childhood Critical Thinking Development

Priyadarshini Muthukrishnan, Andi Kristanto, Kartika Rinakit Adhe, Suryanti Suryanti et al.
IJORER International Journal of Recent Educational Research
Educational Games and Gamification
article

Transforming Pedagogy with Digital Games: Tapak Nusantara as a Tool for Early Childhood Critical Thinking Development

Priyadarshini Muthukrishnan, Andi Kristanto, Kartika Rinakit Adhe, Suryanti Suryanti, Mustaji Mustaji
article en

Abstract

Objective: This study explores pedagogical transformation in early childhood education through digital game-based learning by developing Tapak Nusantara, a digital adaptation of the traditional crankle game. Integrating pedagogical principles in game-based learning is crucial for fostering critical thinking in young learners. This research bridges cultural pedagogy with digital learning, ensuring children acquire meaningful educational experiences while preserving Indonesian culture. Method: This research is development research with a 4D model approach. The subjects of this study were 53 children in IT Nada Ashobah kindergarten class B and Labschool Unesa kindergarten class B. Results: This study showed a significant difference between the crankle traditional and crankle traditional games. The results of this study showed a significant difference between the pre-test and post-test scores in both the Nada Ashobah IT Kindergarten (t = -8.494, p < 0.001) and Labschool (t = -5.783, p < 0.001) groups, which indicated the effectiveness of the game in improving children's critical thinking. Novelty: This research lies in three key contributions: (1) the pedagogical innovation of integrating game-base learning with cultural education, (2) the digital transformation of a traditional game into a developmentally appropriate learning tool, and (3) Tapak Nusantara representative culture, pedagogy, and technology to cultivate critical thinking for early childhood.

IJORER International Journal of Recent Educational ResearchVol. 6(2)
INTI International University (MY), Universitas Negeri Surabaya (ID), Nilai University (MY)
Openalex Percentile: Top 93%
Educational Games and Gamification
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Transforming Pedagogy with Digital Games: Tapak Nusantara as a Tool for Early Childhood Critical Thinking Development — Priyadarshini Muthukrishnan, Andi Kristanto, et al. · IJORER International Journal of Recent Educational Research (2025) | TGRS Research Map | TGRS