Eka Putri Sulistia Hutabarat, NIM.: 24204031004 (2026) PENGEMBANGAN PERMAINAN TRADISIONAL CONGKLAK BERBASIS UNPLUGGED CODING DALAM MENINGKATKAN KONSENTRASI BELAJAR DAN KEMAMPUAN BERPIKIR KRITIS ANAK USIA DINI. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.
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Text (PENGEMBANGAN PERMAINAN TRADISIONAL CONGKLAK BERBASIS UNPLUGGED CODING DALAM MENINGKATKAN KONSENTRASI BELAJAR DAN KEMAMPUAN BERPIKIR KRITIS ANAK USIA DINI)
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Text (PENGEMBANGAN PERMAINAN TRADISIONAL CONGKLAK BERBASIS UNPLUGGED CODING DALAM MENINGKATKAN KONSENTRASI BELAJAR DAN KEMAMPUAN BERPIKIR KRITIS ANAK USIA DINI)
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Abstract
Low learning concentration and critical thinking ability among young children, exacerbated by the technology access gap in disadvantaged, remote, and underdeveloped (3T) regions as well as the negative impact of excessive gadget use, have driven the need for unplugged computational thinking media. This study aims to develop the traditional congklak game based on Unplugged coding to improve learning concentration and critical thinking in early childhood, as well as to analyze its feasibility, practicality, and effectiveness. The developed product consists of five types of congklak games: Letter Code Mission, OX Pattern Crossing, CaMODE: The Floor Is the Code, Congklak Robot Time Attack, and Congklak Unplugged Adventure, complemented by illustrated instruction cards and a guidebook for teachers and parents. This study employed the Research and Development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The product was validated by material experts, media experts, and instrument experts, then tested in two stages: a small-scale trial at TK Al-Fadlilah Sambilegi Maguwoharjo involving 15 children, and a large-scale trial at TK Annur III Gondangan involving 18 children. Data on children's learning concentration and critical thinking ability were collected through observation sheets before and after treatment (pretest-posttest), then analyzed using the Paired Sample t- Test and N-Gain test to determine the significance of the difference and the magnitude of improvement after the product's implementation. The results showed that the traditional congklak game based on Unplugged coding was rated as highly feasible and highly practical for use, with expert validation percentages of 86% from the material expert, 91% from the media expert, and 91.67% for the research instrument, as well as a practicality percentage of 98% based on teacher responses. The Paired Sample t-Test results in both trial scales showed a significance value (Sig. 2-tailed) of 0.000 (< 0.05) for both learning concentration and critical thinking ability, proving that the product effectively improved both variables significantly. The N-Gain test results reinforced these findings, with increases in learning concentration of 73.19% (small scale) and 76.79% (large scale), and increases in critical thinking ability of 78.45% (small scale) and 80.09% (large scale), all falling into the high category. Thus, the unplugged-coding-based traditional congklak game is proven valid, practical, and effective for use as a learning medium to improve learning concentration and critical thinking ability in early childhood.
| Item Type: | Thesis (Masters) |
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| Additional Information / Supervisor: | Dr. Hibana, S.Ag., M.Pd. |
| Uncontrolled Keywords: | Congklak, Unplugged Coding, Konsentrasi Belajar, Berpikir Kritis, Anak Usia Dini |
| Subjects: | 300 Ilmu Sosial > 370 Pendidikan > 371.33 Media Pembelajaran |
| Divisions: | Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Islam Anak Usia Dini (S2) |
| Depositing User: | Muh Khabib |
| Date Deposited: | 24 Sep 2026 09:03 |
| Last Modified: | 24 Sep 2026 09:03 |
| URI: | http://digilib.uin-suka.ac.id/id/eprint/78413 |
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