Development of Jeungki Media as An Educational Tool for Aud Student Games Based on Aceh Culture to Increase Student APT

This research aims to develop jeungki media as a game educational tool for AUD students to increase student APT at SPS TGK DIKUTA. The development method used is Research and Development (R&D), namely using the ADDIE model to produce certain products and test the effectiveness of these products. This research involved 15 SPS TGK DIKUTA students. The research instruments used were validation questionnaires and observation sheets. Analysis techniques are used to determine the suitability of the jeungki media being assessed. The results of the research show that the jeungki media as a game educational tool for AUD students developed has a level of validity, namely. Based on the overall assessment of the design experts, they got a score of 94.75%, material experts 93% and language experts 86.3%, then the jeungki media is very suitable for use. in the early childhood learning process. Next there is the implementation stage, where the jeungki game media gets a score calculated from the teacher's response of 100%, and can be categorized as jeungki media as a practical and easy to use medium in the learning process.

Authors

Publication Details

Journal
jurnal pendidikan humaniora
Published
2025-03-01
DOI
https://doi.org/10.17977/um011v13i12025p18-25
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Development of Jeungki Media as An Educational Tool for Aud Student Games Based on Aceh Culture to Increase Student APT

Mhd. Syafii, Syarfuni Syarfuni, Siti Mayang Sari, Alifa Raihan et al.
jurnal pendidikan humaniora
Sports and Physical Education Research
article

Development of Jeungki Media as An Educational Tool for Aud Student Games Based on Aceh Culture to Increase Student APT

Mhd. Syafii, Syarfuni Syarfuni, Siti Mayang Sari, Alifa Raihan, Nurzatul Shima
article en

Abstract

This research aims to develop jeungki media as a game educational tool for AUD students to increase student APT at SPS TGK DIKUTA. The development method used is Research and Development (R&D), namely using the ADDIE model to produce certain products and test the effectiveness of these products. This research involved 15 SPS TGK DIKUTA students. The research instruments used were validation questionnaires and observation sheets. Analysis techniques are used to determine the suitability of the jeungki media being assessed. The results of the research show that the jeungki media as a game educational tool for AUD students developed has a level of validity, namely. Based on the overall assessment of the design experts, they got a score of 94.75%, material experts 93% and language experts 86.3%, then the jeungki media is very suitable for use. in the early childhood learning process. Next there is the implementation stage, where the jeungki game media gets a score calculated from the teacher's response of 100%, and can be categorized as jeungki media as a practical and easy to use medium in the learning process.

jurnal pendidikan humanioraVol. 13(1)
Openalex Percentile: Top 87%
Sports and Physical Education Research
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.