Pengembangan Media Pembelajaran Interaktif Berbasis Fipbook Augmented Reality Untuk Mengenalkan Huruf Pada Anak Usia Dini Di Era Digital
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Keywords:
Augmented Reality, flipbook, letter recognitionAbstract
This study aims to develop an interactive learning medium based on a flipbook Augmented Reality (AR) for introducing letters to children aged 4–5 years and to determine its feasibility and practicality. This study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The developed product integrates A–Z letter materials, images, letter pronunciation audio, 3D objects, interactive games, and letter-recognition songs. The feasibility of the medium was assessed through validation by material, media, and language experts, while its practicality was assessed based on responses from teachers and children. The validation results from the three experts obtained a percentage of 100%, categorized as very feasible. The practicality test involved two teachers at TK Kartini 2 Bandar Lampung, who obtained a percentage of 96.88%, and two teachers at TK Assalam 2 Bandar Lampung, who obtained 97.50%. The practicality test involving 14 children at TK Kartini 2 Bandar Lampung obtained 92.14%, while the test involving 17 children at TK Assalam 2 Bandar Lampung obtained 95.73%. All practicality test results were categorized as very practical. Therefore, the developed flipbook Augmented Reality learning medium was considered very feasible and very practical for supporting letter-recognition activities among early childhood learners.
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