PENGEMBANGAN ALAT PERMAINAN EDUKATIF UNTUK MENSTIMULASI KECERDASAN EMOSIONAL ANAK BAGI ORANG TUA DI KELURAHAN TIMBANGAN OGAN ILIR

ZAHIRAH, RANTI and Nurrizalia, Mega (2025) PENGEMBANGAN ALAT PERMAINAN EDUKATIF UNTUK MENSTIMULASI KECERDASAN EMOSIONAL ANAK BAGI ORANG TUA DI KELURAHAN TIMBANGAN OGAN ILIR. Undergraduate thesis, Sriwijaya University.

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Abstract

This development research aims to produce educational game tools that are valid and practical for parents in stimulating children's emotional intelligence in Timbangan Ogan lir Village. This research is a type of research and development or Research and Development (R&D) using the ADDIE model, there are five stages of ADDIE development.D) using the ADDIE model, there are five stages of ADDIE development, namely the analysis stage (analysis), the planning stage (design), development stage (development), implementation stage (implement), and evaluation stage (evaluation). The material that will be included in this APE is facial expressions when happy, sad, angry, surprised, moved, and afraid. The subjects in this study consisted of two validators, namely material experts and media experts, as well as eight parents and eight children aged 4-6 years in Timbangan Ogan Ilir Village. Data collection was carried out through the initial analysis stage, namely by distributing questionnaires. Data analysis was carried out using a Guttman scale for needs analysis and a Likert scale for product validation and product practicality testing. Product validity was assessed by two experts, namely material experts and media experts. Product trials were carried out in two stages, namely one-to-one trials on three respondents and small group trials conducted on five respondents which aimed to test the practicality of educational game tools to stimulate children's emotional intelligence. The results of the study were declared “Very Valid” after going through the validation process by 2 experts, the percentage obtained based on the summation of the results of the two validators was 96.5%. The level of practicality from the implementation results in the product trial was also declared “Very Practical”, where the percentage obtained from the results of the one-to-one trial was 95.5% and the percentage obtained from the results of the small group trial was 89.5%. This proves that the educational game tool in the form of Board Game Emotions is declared very valid and practical so it is feasible to be used by parents in stimulating children's emotional intelligence. Keywords: Educational Game Tools, Board Game, Children's Emotional Intelligence

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Alat Permainan Edukatif, Board Game, Kecerdasan Emosional Anak
Subjects: L Education > L Education (General) > L7-991 Education (General)
Divisions: 06-Faculty of Education and Educational Science > 86205-Non-Formal Education (S1)
Depositing User: Ranti Zahirah Zahirah
Date Deposited: 10 Jul 2025 08:18
Last Modified: 10 Jul 2025 08:18
URI: http://repository.unsri.ac.id/id/eprint/177664

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