<mods:mods version="3.3" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mods:titleInfo><mods:title>PENGEMBANGAN PERMAINAN TRADISIONAL CONGKLAK BERBASIS UNPLUGGED CODING DALAM MENINGKATKAN KONSENTRASI BELAJAR DAN KEMAMPUAN BERPIKIR KRITIS ANAK USIA DINI</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 24204031004</mods:namePart><mods:namePart type="family">Eka Putri Sulistia Hutabarat</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>Low learning concentration and critical thinking&#13;
ability among young children, exacerbated by the technology&#13;
access gap in disadvantaged, remote, and underdeveloped&#13;
(3T) regions as well as the negative impact of excessive gadget&#13;
use, have driven the need for unplugged computational&#13;
thinking media. This study aims to develop the traditional&#13;
congklak game based on Unplugged coding to improve&#13;
learning concentration and critical thinking in early&#13;
childhood, as well as to analyze its feasibility, practicality, and&#13;
effectiveness. The developed product consists of five types of&#13;
congklak games: Letter Code Mission, OX Pattern Crossing,&#13;
CaMODE: The Floor Is the Code, Congklak Robot Time&#13;
Attack, and Congklak Unplugged Adventure, complemented by&#13;
illustrated instruction cards and a guidebook for teachers and&#13;
parents.&#13;
This study employed the Research and Development&#13;
(R&amp;D) method with the ADDIE development model (Analysis,&#13;
Design, Development, Implementation, Evaluation). The&#13;
product was validated by material experts, media experts, and&#13;
instrument experts, then tested in two stages: a small-scale&#13;
trial at TK Al-Fadlilah Sambilegi Maguwoharjo involving 15&#13;
children, and a large-scale trial at TK Annur III Gondangan&#13;
involving 18 children. Data on children's learning&#13;
concentration and critical thinking ability were collected&#13;
through observation sheets before and after treatment&#13;
(pretest-posttest), then analyzed using the Paired Sample t-&#13;
Test and N-Gain test to determine the significance of the&#13;
difference and the magnitude of improvement after the&#13;
product's implementation.&#13;
The results showed that the traditional congklak game&#13;
based on Unplugged coding was rated as highly feasible and&#13;
highly practical for use, with expert validation percentages of&#13;
86% from the material expert, 91% from the media expert, and&#13;
91.67% for the research instrument, as well as a practicality&#13;
percentage of 98% based on teacher responses. The Paired&#13;
Sample t-Test results in both trial scales showed a significance&#13;
value (Sig. 2-tailed) of 0.000 (&lt; 0.05) for both learning&#13;
concentration and critical thinking ability, proving that the&#13;
product effectively improved both variables significantly. The&#13;
N-Gain test results reinforced these findings, with increases in learning concentration of 73.19% (small scale) and 76.79%&#13;
(large scale), and increases in critical thinking ability of&#13;
78.45% (small scale) and 80.09% (large scale), all falling into&#13;
the high category. Thus, the unplugged-coding-based&#13;
traditional congklak game is proven valid, practical, and&#13;
effective for use as a learning medium to improve learning&#13;
concentration and critical thinking ability in early childhood.</mods:abstract><mods:classification authority="lcc">371.33 Media Pembelajaran</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-08-20</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>UIN SUNAN KALIJAGA YOGYAKARTA;FAKULTAS ILMU TARBIYAH DAN KEGURUAN</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mods:mods>