Perancangan Aplikasi Pembelajaran Membaca Permulaan Anak Usia Dini Menggunakan Gamification Berbasis Media Animasi Bergambar
DOI:
https://doi.org/10.35746/jtim.v8i4.1144Keywords:
Early reading, Gamification, Animated illustrations, Early childhood, Android applicationAbstract
Early literacy instruction at Santo Antonius Adi Padua Kindergarten faces challenges in recognizing letters, constructing syllables, and understanding basic words. This research focused on developing an Android-based application that integrates gamification with animated illustrations to foster children's initial reading abilities. A quantitative approach using a one-group pretest–posttest method was conducted with 28 children. Data were collected through observation, pretests, and posttests, followed by descriptive statistical analysis and a paired-samples t-test. The findings indicated an improvement in mean scores between 33.09 and 66.80. A t-value of 30.37 exceeded the critical t-value of 2.052, indicating a significant effect of the application on children's reading abilities at the initial stage. The developed application may serve as an interactive tool to facilitate reading activities for children in the early stages of education.
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