Samuels, Chrisanty (2025) Penerapan metode gamifikasi untuk meningkatkan kemampuan memecahkan masalah, komunikasi, dan prososial siswa TKB di TK XYZ Jakarta Pusat. Masters thesis, Universitas Pelita Harapan.
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Abstract
Kemampuan memecahkan masalah, komunikasi, dan prososial penting dan sangat dibutuhkan serta dikembangkan oleh anak usia dini. Berdasarkan observasi di TK B TK XYZ Jakarta Pusat, ketiga kompetensi tersebut masih belum berkembang. Penelitian ini bertujuan untuk menganalisis penerapan metode gamifikasi untuk meningkatkan kemampuan memecahkan masalah, komunikasi, dan prososial siswa TK B di TK XYZ Jakarta. Penelitian ini menggunakan metode Penelitian Tindakan Kelas yang terdiri dari tiga siklus dan masing-masing siklusnya melalui tahapan perencanaan, observasi, tindakan dan refleksi. Subjek penelitian ini merupakan siswa TK B yang berjumlah 26 siswa. Instrumen pada penelitian yang digunakan oleh peneliti merupakan rubrik penilaian yang digunakan untuk mengukur kemampuan memecahkan masalah, komunikasi, dan prososial. Hasil penelitian menunjukkan bahwa telah terjadi peningkatan pada kemampuan memecahkan masalah, komunikasi, dan prososial. Nilai rata-rata kemampuan memecahkan masalah pada siklus I adalah 46,63, pada siklus II 62,98 dan pada siklus III 89,90. Nilai rata-rata komunikasi pada siklus I yaitu 46,31, pada siklus II 71,96 dan pada siklus III 91,67. Nilai rata-rata prososial pada siklus satu yaitu 45,67, pada siklus II 69,07 dan pada siklus III 95,83. Dari data tersebut maka dapat disimpulkan bahwa metode gamifikasi dapat meningkatkan kemampuan memecahkan masalah, komunikasi, dan prososial pada siswa TK B di TK XYZ Jakarta Pusat. / Problem-solving, communication, and prosocial skills are important and highly needed, as well as developed during early childhood. Based on observations at TK B of TK XYZ in Central Jakarta, these three competencies are still underdeveloped. This study aims to analyze the implementation of the gamification method to improve problem-solving, communication, and prosocial skills in TK B students at TK XYZ Jakarta. This research uses the Classroom Action Research method, which consists of three cycles, each including the stages of planning, observation, action, and reflection. The subjects of this research were 26 TK B students. The instrument used in this study was an assessment rubric designed to measure problem-solving, communication, and prosocial skills. The results in this study showed improvements in problem-solving, communication, and prosocial skills. The average problem-solving score in cycle one was 46.63, in cycle two 62.98, and in cycle three 89.90. The average communication score in cycle one was 46.31, in cycle two 71.96, and in cycle three 91.67. The average prosocial score in cycle one was 45.67, in cycle two 69.07, and in cycle three 95.83. Based on this data, it can be concluded that the gamification method can improve problem-solving, communication, and prosocial skills in TK B students at TK XYZ in Central Jakarta.
Item Type: | Thesis (Masters) |
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Creators: | Creators NIM Email ORCID Samuels, Chrisanty NIM01669230048 chrisanty.arriyadi@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Susianna, Nancy NIDN0312116403 nancysusianna@gmail.com |
Uncontrolled Keywords: | metode gamifikasi ; memecahkan masalah ; komunikasi ; prososial |
Subjects: | L Education > LB Theory and practice of education > LB1028.3 Educational techology |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology |
Depositing User: | Chrisanty Samuels |
Date Deposited: | 05 Aug 2025 02:13 |
Last Modified: | 05 Aug 2025 02:13 |
URI: | http://repository.uph.edu/id/eprint/70305 |