Media Puzzle Berbasis Game Tangram: Pengembangan Media Pembelajaran untuk Meningkatkan Kemampuan Geometri Anak Usia Dini

Authors

  • Rina Lisnawati Institut Keguruan dan Ilmu Pendidikan (IKIP) Siliwangi, Kota Cimahi
  • Agus Hasbi Noor Institut Keguruan dan Ilmu Pendidikan (IKIP) Siliwangi, Kota Cimahi
  • Ghina Wulansuci Institut Keguruan dan Ilmu Pendidikan (IKIP) Siliwangi, Kota Cimahi

DOI:

https://doi.org/10.22460/ceria.v9i5.31812

Keywords:

Early Childhood, Geometric, Puzzle Media, Tangram

Abstract

The ability to recognize geometric shapes serves as a crucial foundation for early childhood cognitive development. Observations at KB Al-Ikhlas Pakenjeng indicated that this ability remained suboptimal due to a lack of innovative learning media. This study aimed to address these constraints by developing tangram-based puzzle media while evaluating its feasibility and effectiveness for children aged 5–6 years. The study employed the Research and Development (R&D) method using the ADDIE model. The results identified operational challenges, including technical material limitations and cognitive hurdles, specifically children’s cognitive overload during complex mental object rotation, which often triggered frustration. To address this, corrective actions were implemented, including glossylamination, adjustment of piece sizes, and the application of color gradients as visual scaffolding to facilitate gradual learning according to supporting theories. Following these revisions, the media achieved a feasibility score of 3.45 (highly feasible). Significant improvement was observed in children's skills, increasing from 1.80 to 2.80 in the limited trial and from 2.00 to 3.50 in the large-scale trial, with an N-Gain value of 0.71 (high category). Thus, the Tangram-based puzzle is proven to be feasible and effective in supporting geometric shape recognition, capable of mitigating cognitive barriers through adaptive instructional design.

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Published

2026-10-31

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