Pengembangan Media Pembelajaran The Cow Farm Berbentuk Aplikasi “Momoci” untuk P5 Anak Usia 5-6 Tahun

Authors

DOI:

https://doi.org/10.25299/ge.2026.vol9(1).22182

Abstract

Learning media serves as an instructional aid in the teaching and learning process by clarifying the delivery of messages so that learning objectives can be achieved effectively. This study aims to develop an application-based learning media called Momoci, which contains animated videos and evaluation games with the theme The Cow Farm to improve early childhood knowledge regarding types of cows and their proper care, while also supporting the Pancasila Student Profile Strengthening Project (P5) for children aged 5–6 years. This study employed a Research and Development (R&D) method using the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluation), integrating both qualitative and quantitative approaches. The development process included needs analysis, application design, product development, implementation, and evaluation of media effectiveness. Validators were selected purposively based on their expertise and competence in learning media and early childhood education materials, involving two media experts, two material experts, and three early childhood education practitioners as user validators. The research sample consisted of 61 kindergarten Group B children aged 5–6 years from three early childhood education institutions, namely TK Negeri Pembina Wonosalam, Jombang Regency, TK Negeri Pembina Bareng, Jombang Regency, and Children Center Brawijaya Smart School, Malang. The findings revealed that The Cow Farm learning media in the form of the Momoci application was categorized as highly feasible based on media, material, and practitioner validation results. Product revisions were conducted according to recommendations from media and material experts, including adjustments to the display of the Pancasila Student Profile, the use of capital letters, improvements to the landscape layout, replacement of level names with character-based titles, and the addition of user guidelines. The implementation results indicated that the Momoci application was effective as an interactive learning medium for children aged 5–6 years..

Downloads

Download data is not yet available.

References

Adi, A. C., Sediyono, E., & Wenas, M. B. (2016). Perancangan Video Animasi 2D Peternakan Lembah Kamuning Sebagai Media Edukasi Untuk Anak-Anak. Universitas Kristen Satya Wacana .

Alfatra, F. F., Suminto, M., & Pareanom, P. (2019). Penciptaan Film Animasi “Chase!” Dengan Teknik “Digital Drawing.” Journal of Animation & Games Studies, 5(1).

Amini, M., Sujiono, B., & Aisyah, S. (2020). Hakikat Perkembangan Motorik dan Tahap Perkembangannya. Pustaka.Ut.

Anisa, N., & Wulandari, R. T. (2018). Analysis of Science and Technology Elements in The Application of STEAM Based Learning (Science, Technology, Engineering, Art, and Mathematics).

Apriansyah, M. R., Sambowo, K. A., & Maulana, A. (2020). Pengembangan Media Pembelajaran Video Berbasis Animasi Mata Kuliah Ilmu Bahan Bangunan Di Program Studi Pendidikan Teknik Bangunan Fakultas Teknik Universitas Negeri Jakarta. Jurnal PenSil, 9(1), 9–18. https://doi.org/10.21009/jpensil.v9i1.12905

Azhar, M., Wahyudi, H., & Yolanda, D. (2024). Integrasi Teknologi dalam Buku Ajar: Menyongsong Keterampilan Abad 21. 1, 43–55.

Dewa, I., Dhiyatmika, G. W., Ketut, I., Darma Putra, G., Made, N., & Mandenni, I. M. (2015). Aplikasi Augmented Reality Magic Book Pengenalan Binatang untuk Siswa TK. AGUSTUS, 6(2).

Gea, D. P. S., Harefa, A. S., Zebua, H. O., Sihombing, R. M., & Situmorang, K. (2022). Hubungan Media Pembelajaran Audio Visual dengan Minat Belajar Mahasiswa Keperawatan. Dunia Keperawatan: Jurnal Keperawatan Dan Kesehatan, 10(3), 282–290.

Kamila, R., & Mutaqin, F. (2024). Analisis Visual Desain Poster Event Lokal Di Sukabumi Dan Pengaruhnya Terhadap Minat Hadir. Prosiding Seminar Nasional Desain, Pariwisata Dan Industri Kreatif, 3, 10–22.

Kustandi, C., & Sutjipto., B. (2013). Media Pembelajaran Manual dan Digital. Jurnal Basicedu, 5(1).

Maghfiroh, S., & Suryana, D. (2021). Media Pembelajaran untuk Anak Usia Dini di Pendidikan Anak Usia Dini. Jurnal Pendidikan Tambusai, 5.

Mudlofir, A., & Rusydiyah, E. F. (2016). Innovative Learning Design. Jakarta: PT RajaGrafindo Persada.

Samawi, A., Siti Murtiningsih, R., & Nur Aisyah, E. (2020). Life-Based Postmodern Deconstruction Learning Model to Improve Student Creative Thinking. Journal of ICSAR, 1.

Soekamto, M. S. (2020). Perancangan Film Pendek Animasi Persuasif Untuk Mengedukasi Orang Tua Tentang Budi Pekerti Anak-Anak Di Surabaya. Jurnal DKV Adiwarna, 1(16).

Sumarseh, S., & Eliza, D. (2022). Penerapan pembelajaran berbahan loose part in door untuk membangun merdeka belajar anak usia dini. Generasi Emas: Jurnal Pendidikan Islam Anak Usia Dini, 5(1), 65–74.

Tatminingsih, S., & Cintasih, I. (n.d.). Modul 1 Hakikat Anak Usia Dini. In Dasar-Dasar Pendidikan Anak Usia Dini.

Wahyuni, N., Rahmayantis, M. D., & Muarifin, M. (2022). Pengembangan Media Pembelajaran Menyusun Teks Biografi Berupa Film Animasi untuk Siswa Kelas X SMA/SMK. In Skripsi.

Widayati, Safrina, R., & Supriyati, Y. (2020). Analisis Pengembangan Literasi Sains Anak Usia Dini melalui Alat Permainan Edukatif. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(1). https://doi.org/10.31004/obsesi.v5i1.692

Widayati, T. (2009). Pengembangan Media Pembelajaran Tutor Paud Dalam Menggali Perilaku Kerjasama Anak Usia Dini Melalui Gerak Dan Lagu. In Jurnal Ilmiah VISI PTK-PNF (Vol. 4, Issue 2). http://hubptain-gdl-aisyatulla-7801-2-babii.pdf

Zahara, S., & Hendriana, B. (2021). Pengembangan Media Video Animasi untuk Kemampuan Menghafal Hadist pada Anak Usia Dini. EDUKATIF : JURNAL ILMU PENDIDIKAN, 3(6), 3593–3601. https://doi.org/10.31004/edukatif.v3i6.948

Downloads

Published

2026-05-31