Perkembangan Kognitif Anak Melalui Media Game Marbel pada TK Sri Rezeki 3 Waekase Kecamatan Air Buaya Kabupaten Buru

https://doi.org/10.56113/takuana.v5i2.694

Authors

Universitas Pattimura, Indonesia
×

Wa Ode Wiwin

Universitas Pattimura, Indonesia
Universitas Pattimura, Indonesia
×

Junita L. Kundre

Universitas Pattimura, Indonesia
Universitas Pattimura, Indonesia
×

F. Sherly Noya

Universitas Pattimura, Indonesia

Abstract

This study aims to describe the use of the Marbel Game as a learning medium to improve the cognitive development of children aged 5–6 years at TK Sri Rezeki 3 Waikase, Buru Regency. The study employed a qualitative approach using Classroom Action Research (CAR) conducted in two cycles consisting of planning, action, observation, and reflection. Data were collected through observations, performance assessments, and documentation, then analyzed using the Miles and Huberman model supported by descriptive quantitative analysis. The findings indicate that the Marbel Game effectively improved children's ability to recognize numbers 1–10 and match number symbols with corresponding quantities. In Cycle II, 93.75% of the children achieved the very well-developed category and 6.25% reached the developed as expected category, with no children remaining in the lower categories. The learning media also enhanced children's participation, concentration, enthusiasm, and independence during classroom activities.

Keywords


Classroom action research, cognitive development, early childhood, learning media, marbel Game

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Published

September 15, 2026

How to Cite

Wiwin, W. O., Kundre, J. L., & Noya, F. S. (2026). Perkembangan Kognitif Anak Melalui Media Game Marbel pada TK Sri Rezeki 3 Waekase Kecamatan Air Buaya Kabupaten Buru. Takuana: Jurnal Pendidikan, Sains, Dan Humaniora, 5(2), 2219–2229. https://doi.org/10.56113/takuana.v5i2.694

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