Analisis Kebutuhan Media Digital Interaktif dalam Pembelajaran STEAM untuk Memfasilitasi Perkembangan Kognitif Anak Usia Dini

Authors

  • Siti Rahma Anissa Salsabila Pendidikan Guru Pendidikan Anak Usia Dini, Universitas Pendidikan Indonesia, Tasikmalaya, Indonesia
  • Taopik Rahman Pendidikan Guru Pendidikan Anak Usia Dini, Universitas Pendidikan Indonesia, Tasikmalaya, Indonesia
  • Qonita Pendidikan Guru Pendidikan Anak Usia Dini, Universitas Pendidikan Indonesia, Tasikmalaya, Indonesia

DOI:

https://doi.org/10.53398/arraihanah.v5i2.705

Keywords:

STEAM Learning, Interactive Digital Media, Cognitive Development, Early Childhood

Abstract

This research is motivated by the suboptimal use of digital media in schools for learning. The purpose of this study is to analyze the need for developing interactive digital media in STEAM learning. This study uses the Educational Design Research (EDR) method with a qualitative approach, through observations and interviews with four early childhood education institutions in Tasikmalaya City. The results show that schools have not optimally utilized the digital media provided by the school. Media use in learning is 70% for YouTube videos, 15% for PPT, and 10% for quiz-based games. This is due to teachers' lack of understanding of digital media usage, so they cannot utilize it optimally. The results show that 90% of children are more focused and understand the material delivered through digital media. Therefore, digital media affects cognitive abilities, especially in the ability to understand concepts and materials. Based on the findings, it shows the potential to develop interactive digital media in STEAM learning for early childhood to facilitate cognitive developmen

References

Aisyah, F. (2021). Peningkatan Kemampuan Pemecahan Masalah Anak Usia Dini melalui Kegiatan Hasnah Siahaan ; Eka Santana Tarigan Nikmah R ; Husna R At-Tajdid : Jurnal Ilmu Tarbiyah Peningkatan Kemampuan Pemecahan Masalah Anak Usia Dini melalui Kegiatan Hasnah Siahaan ; Eka S. 10(2), 414–423.

Bodedarsyah, A., & Yulianti, R. (2019). Meningkatkan Kemampuan Berpikir Simbolik Anak Usia Dini Kelompok a ( Usia 4-5 Tahun ). Jurnal Ceria, 2(6), 354–358.

Dewi, I., & Suryana, D. (2020). Analisis Evaluasi Kinerja Pendidik Pendidikan Anak Usia Dini di PAUD Al Azhar Bukittinggi. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(2), 1051. https://doi.org/10.31004/obsesi.v4i2.465

Efriyani, M., & Nurrahmawati, E. (2024). Pengembangan Media Berbasis Steam Menggunakan Augmented Reality. Jurnal Kumara Cendikia, 13(2), 194–206.

Jayapada, G., Suyitno, I., & Suyono, S. (2020). Apersepsi Guru dalam Pembelajaran Membaca Permulaan Bagi Anak Usia Dini. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 5(5), 594. https://doi.org/10.17977/jptpp.v5i5.13462

McKenney, S., & Revees, T. (2012). Conducting Educational Design Research. Routledge 2 Park Square.

Munawar, M., Suciati, S., Saputro, A. B., & Lutfhfy, A. P. (2023). Evaluasi Program Literasi Digital di PAUD Melalui Robokids STEAM Coding Game. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(2), 1836–1846. https://doi.org/10.31004/obsesi.v7i2.4140

Nurjanah, N. E., & Mukarromah, T. T. (2021). Pembelajaran Berbasis Media Digital pada Anak Usia Dini di Era Revolusi Industri 4.0 : Studi Literatur. Jurnal Ilmiah Potensia, 6(1), 66–77.

Permainan, P., Terhadap, S., Berpikir, K., Anak, L., & Sukabumi, U. M. (2020). Pengaruh Permainan Sains Terhadap Kemampuan Berpikir Logis Anak Alfian Ashshidiqi Poppyariyana. Alfian Ashshidiqi Poppyariyana, 6(1). www.syekhnurjati.ac.id/jurnal/index.php/awlady

Rachmah, L. L., Prawinda, R. A., & Farantika, D. (2022). Pembelajaran Steam dengan Media Loose Parts Guna Menstimulasi Perkembangan Anak. Jurnal Pendidikan: Riset & Konseptual, 6(3), 470–471. http://journal.unublitar.ac.id/pendidikan/index.php/Riset_Konseptual

Rahmadhani, E., & Surbakti, A. H. (2022). Analisis Kemampuan Berpikir Logis Anak Usia Dini melalui Permainan Montessori. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(5), 5079–5090. https://doi.org/10.31004/obsesi.v6i5.1894

Rohmah, U. (2025). Perkembangan dan Pendidikan Kemampuan Kognitif Anak Usia Dini. 9(1), 130–138. https://doi.org/10.31004/obsesi.v9i1.5918

Septia Devega, L., Buchori, A., & Dwijayanti, I. (2023). Pengembangan Multimedia Interaktif Berbasis Proyek dengan Pendekatan STEAM untuk Penguatan Profil Pelajar Pancasila. 01(02), 81–92.

Suryawati, A. E., & Akkas, M. (2021). Capaian Pembelajaran Elemen Dasar-Dasar Literasi dan STEAM.

Utami, L. O., Utami, I. S., & Sarumpaet, N. (2017). Penerapan Metode Problem Solving Dalam Mengembangkan Kemampuan Kognitif Anak. Tunas Siliwangi, 3(2), 175–180. http://e-journal.stkipsiliwangi.ac.id/index.php/tunas-siliwangi/article/view/649

Widyanto, I. P., & Wahyuni, E. T. (2020). Implementasi Perencanaan Pembelajaran. Satya Sastraharing, 04(02), 16–35.

Wowor, E. C., Anjelia Tumewu, W., & Mokalu, Y. B. (2022). Implementasi Repetitive Method Melalui Kegiatan Refleksi Dalam Pembelajaran Implementation of the Repetitive Method Through Reflection Activities in Learning. SOSCIED: Journal Social, Science and Education, 5(2), 272–279.

Downloads

Published

2025-08-11

How to Cite

Anissa Salsabila, S. R., Rahman, T., & Qonita, Q. (2025). Analisis Kebutuhan Media Digital Interaktif dalam Pembelajaran STEAM untuk Memfasilitasi Perkembangan Kognitif Anak Usia Dini. Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini, 5(2), 256-265. https://doi.org/10.53398/arraihanah.v5i2.705