STRENGTHENING CHILDREN'S BASIC LITERACY USING FOOD TRUCK MEDIA AS OPTIMIZATION OF CALISTUNG

Sisi Rosida, Rizky Vita Losi, Eka Surya Fitriani, Nurbaiti Ali

Abstract


Abstract:  The education crisis during the pandemic has made it difficult for students to read, write and count. In the current context, young children are directed to literacy in order to overcome learning loss, as an effort to strengthen students' character and learning needs. There is a need for learning media as optimal intracurricular learning content so that children have enough time to explore concepts and strengthen their competencies. To make this happen, this research aims to develop an educational game Food Truck as a supporting medium in improving basic literacy skills. This type of research uses Research and Development (R&D) with the Four-D (4D) development model. The research development adopted the 4D model from Thiagarajan, et al., namely: define, design, develop and disseminate. The product developed is a digital game "Food Truck" where children can play the role of "little chefs" learning vocabulary from delicious food menus, price calculations, and culinary serving procedures in the form of 3D animations. The research subject focuses on the Alwashliyah Medan IT Study Group. The collection technique was carried out by observation, interviews and questionnaires which were distributed in various schools. Based on the results of expert validation, strengthening basic literacy through Food Truck media as an optimization of calistung can be categorized as very feasible. Creating literacy transformation in the context of free, flexible play, preparing children for higher education to receive more complex learning.

Keywords: basic literacy, educational game, fun learning media, food trucks.


Full Text:

PDF

References


Agusniatih, A., & R., S. M. (2022). Implementasi Pembelajaran STEAM melalui Kegiatan Fun Cooking Sebagai Pembelajaran Abad 21. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(6), 6502–6512. https://doi.org/10.31004/obsesi.v6i6.3418

ASIAH, N. (2018). Pembelajaran Calistung Pendidikan Anak Usia Dini Dan Ujian Masuk Calistung Sekolah Dasar di Bandar Lampung. Pendidikan, Terampil Jurnal Volume, Pembelajaran Dasar, 5, 19–42.

Hariyani, I. T., & Fitri, N. D. (2023). Pengembangan Game Edukasi 3D untuk Menumbuhkan Cinta Tanah Air Sejak Dini. 7(2), 1354–1367. https://doi.org/10.31004/obsesi.v6i6.3378

Hartanti, D., & Kurniawan, M. (2022). Buku Literasi Augmented Reality sebagai Media Pendukung Pembelajaran Aspek Keaksaraan AUD. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(4), 3100–3110. https://doi.org/10.31004/obsesi.v6i4.2042

Jennah, R., Martono, Suparni, Chotimah, C., Fathurrohman, M., Abdul Latip, Dr. NURDYANSYAH, S.Pd., M. P., Makunti, Y., Mila Roysa, M. N. A., Anggraini, D., Abdul Manaf, N., R, S., Erka, W., Abdi Fauji Hadiono, Hilbram Dunar, Nuriadi., Ramadhan, M., Caropeboka, R. M., & Saefuddin, A. dan I. B. (2015). Pembelajaran Efektif. In Jurnal Ipteks Terapan (kedua, Vol. 1, Issue 1). Pustaka Pelajar. https://doi.org/10.22216/jit.2014.v8i4.19

Mujahida, M., Mufti, A., Uin, A., Maulana, S., & Banten, H. (2022). under a Creative Commons Attribution-ShareAlike 4.0 International PERAN TBM BILIK URANG DALAM PEMBELAJARAN LITERASI DASAR ANAK PRA SEKOLAH. 7(1), 103–112.

Nirwana, E. S. (2021a). Pengembangan Media Pembelajaran Berbasis Game Android untuk Anak Usia 5-6 Tahun. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(3), 1811–1818. https://doi.org/10.31004/obsesi.v6i3.1684

Nirwana, E. S. (2021b). The Effectiveness of the Android-Based Calistung Digital Game Application to Improve Early Childhood Cognitive Skills. AL-ISHLAH: Jurnal Pendidikan, 13(1), 253–260. https://doi.org/10.35445/alishlah.v13i1.435

Prameswari, T. W. (2020). Merdeka Belajar : Sebuah Konsep Pembelajaran Anak Usia Dini Menuju Indonesia Emas 2045. Prosding Seminar Nasional Penalaran Dan Penelitian Nusantara, 1, 76–86.

Rosida, S. (2021a). Efektifitas Aplikasi Act Sebagai Learning Society Dalam Meningkatkan Kemampuan Menulis Cerpen Genre Sosio-Religi. JIRA: Jurnal Inovasi Dan Riset Akademik, 2(4), 437–446. https://doi.org/10.47387/jira.v2i4.109

Rosida, S. (2021b). Hashtag # Ghosting Sebagai Representasi Konten Tiktok : Analisis Wacana Teun A. Van Dijk. Jurnal Ilmu Keperawatan Komunitas, 1–13.

Rosida, S. (2022). VARIASI SOSIOLEK PEDAGANG BARANG ANTIK PASAR ULAR DI. 4, 696–703.

Rosida, S., & Vita Losi, R. (2022). THE SOCIOLECTS OF ANTIQUE MERCHANTS IN THE ULAR MARKET MEDAN. 3, 361–368.

Sugiyono. (2008). Metode penelitian pendidikan:(pendekatan kuantitatif, kualitatif dan R & D). Alfabeta. https://scholar.google.com/citations?user=uUIIujUAAAAJ&hl=en

ZR, Z., & Eliza, D. (2020). Pengembangan Science Book Anak untuk Pengenalan Literasi dan Karakter Berbasis Budaya Alam Minangkabau. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(2), 1567–1577. https://doi.org/10.31004/obsesi.v5i2.896.


Article Metrics

Abstract view : 38 times
PDF – 19 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 PROSIDING UNIVERSITAS DHARMAWANGSA

Prosiding Universitas Dharmawangsa Terindex pada:

PROSIDING SEMINAR NASIONAL DAN INTERNASIONAL PUBLISHED BY :

UPT. Penerbitan dan Publikasi Ilmiah
UNIVERSITAS DHARMAWANGSA

Alamat : Jl. K. L. Yos Sudarso No. 224 Medan
Kontak : Tel. 061 6635682 - 6613783  Fax. 061 6615190
Surat Elektronik : ppi@dharmawangsa.ac.id

 

 Creative Commons License

Prosiding Seminar Nasional dan Internasional By Universitas Dharmawangsa is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at
 https://proceeding.dharmawangsa.ac.id/index.php/PSND/index