Busy Box Educational Model Based on Gamification on Fine Motor in Children Aged 3-4 Years


Authors : Fitri Annisa Nuur Mahmudah; Bedjo Santoso; Ta’adi

Volume/Issue : Volume 8 - 2023, Issue 8 - August

Google Scholar : https://bit.ly/3TmGbDi

Scribd : https://tinyurl.com/jh2s237t

DOI : https://doi.org/10.5281/zenodo.8355011

Abstract : Background: Problems that are often faced by early childhood when they start entering early school environment is the lack of independence of children. This is due to a lack provision of stimulation and ignorance in providing stimulation of development. Study while playing for early childhood is very important, by learning while playing, the learning process will be effective and more quickly captured especially for fine motor development. Goal: Earning gamification-based Busy Box educational model for fine motor skills of children aged 3-4 years. Methods: Research and Development (R&D) tested the model using a quasy experimental one group pre-test post test design. The number of samples is 36 respondents, 18 intervention respondents and 18 control respondents. The intervention group was given Busy Box and the control group was given a puzzle. Expert test using. interclass correlation coefficient . The analysis used to assess variables is Wilcoxon. For assessed differences in the two groups using Mann Whitney. Results: The Busy Box educational model effective gamification-based for training fine motor skills. Shown with a value of sig.000 (<0.05). Conclusion: The gamification-based Busy Box educational model is effective for training young children's fine motor skills3-4 years

Keywords : Busy box, Fine Motor.

Background: Problems that are often faced by early childhood when they start entering early school environment is the lack of independence of children. This is due to a lack provision of stimulation and ignorance in providing stimulation of development. Study while playing for early childhood is very important, by learning while playing, the learning process will be effective and more quickly captured especially for fine motor development. Goal: Earning gamification-based Busy Box educational model for fine motor skills of children aged 3-4 years. Methods: Research and Development (R&D) tested the model using a quasy experimental one group pre-test post test design. The number of samples is 36 respondents, 18 intervention respondents and 18 control respondents. The intervention group was given Busy Box and the control group was given a puzzle. Expert test using. interclass correlation coefficient . The analysis used to assess variables is Wilcoxon. For assessed differences in the two groups using Mann Whitney. Results: The Busy Box educational model effective gamification-based for training fine motor skills. Shown with a value of sig.000 (<0.05). Conclusion: The gamification-based Busy Box educational model is effective for training young children's fine motor skills3-4 years

Keywords : Busy box, Fine Motor.

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