THE EFFECT OF BALLOON POWERED CAR GAMES IN LEARNING (STEAM) TO IMPROVE CREATIVE PROBLEM-SOLVING ABILITY
Main Article Content
Abstract
Cognitive is a thinking process in the form of a child's ability to connect, assess, and consider an event or events. One of the stimulations for children's cognitive development is with games, because the characteristics of early childhood are learning while playing. This study aims to determine the effect of balloon-powered car games on learning, especially STEAM to improve creative problem solving skills in children aged 5-6 years. This research was carried out using the quantitative Single Subject Research (SSR) method. The data were obtained through the process of calculating the research results determined by the research instrument to improve creative problem-solving ability. The subjects of this study were 3 children aged 5-6 years in group B Hidayatul Islamiyah Kindergarten, Sumurugul Village. In this game, children not only play, but also participate in making the toy car according to their imagination, children are directed to choose materials to make the car frame, the materials provided are used boxes and used mineral water bottles. After the child has succeeded in assembling the toy car, the child is directed to be able to solve the problem of how to make the toy car move but not use a machine. The researchers provided knowledge about the concept of air that can push objects. In this activity, children are required to be able to solve problems creatively. The results of this study indicate that the balloon-powered car game in learning (STEAM) has an effect on creative problem-solving skills in children aged 5-6 years which is marked by an increasing tendency for the graph direction to go up from baseline 1, intervention and baseline 2. In the RMD subject, the highest score was obtained at Baseline 1, which of 60%, Intervention scores of 75%, and baseline 2 with scores of 90%. Likewise, MAPM and RKN subjects showing equally increasing results. The trend of stability at baseline 1 of 33.3%, at intervention of 66.6% and at baseline 2 of 100%. Data Traces all showed positive results (+).
Keywords: balloon-powered car game, cognitive, early childhood