The Effect of Application Rumah Gadang Puzzle Games on Improving Students’ Numeral Ability at TK Permata Hati Sungai Tarab Tanah Datar
- 10.2991/assehr.k.200715.040How to use a DOI?
- Rumah Gadang Puzzle Game, Numeral ability
This research originated from the reality in Permata Hati Kindergarten Sungai Tarab that learning to recognize student’s numerals is still slow and still needs improvement, due to the use of conventional media that does not give rise to Student’s learning spirit. Therefore, researchers use the Rumah Gadang puzzle game in order to help improve the ability to recognize the numerals of Students so that students are more quickly remembered about the learning being taught. The purpose of this research was to find out whether the Rumah Gadang puzzle game can affect the ability to recognize of students numerals in the class B1 Permata Hati Kindergarten Sungai Tarab. This research uses a quantitative approach in the form of Quasy Experiment. The population of this research was the students of B1 Permata Hati Kindergarten Sungai Tarab, and with simple random sampling techniques, namely groups B1 and B2, each of which amounted to 12 children. This study uses research instruments with the ability to recognize the student’s numerals. Data collection techniques used observation sheets and then the data was processed by a difference test (t-test). Based on data analysis, the average test results of the experimental class were 19.55, while in the control class it was 14.83. The results showed that the students in the experimental class who used puzzle house games had higher average values compared to students in the control class with conventional media. Based on the calculation of the t-test obtained t count greater than t table, which is 3.34 greater than 1.71, and this indicates that there are differences between the two classes. Thus it can be concluded that the Rumah Gadang puzzle game affects the ability to recognize the numeral of early childhood at Permata Hati Kindergarten Sungai Tarab, the first semester in 2018/2019 academic year.
- © 2020, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Aini Hijriani PY - 2020 DA - 2020/07/15 TI - The Effect of Application Rumah Gadang Puzzle Games on Improving Students’ Numeral Ability at TK Permata Hati Sungai Tarab Tanah Datar BT - Proceedings of the International Conference of Early Childhood Education (ICECE 2019) PB - Atlantis Press SP - 193 EP - 200 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.200715.040 DO - 10.2991/assehr.k.200715.040 ID - Hijriani2020 ER -