Development Of Unscrew Game Media To Train Students' Abstract Thinking
DOI:
https://doi.org/10.59944/postaxial.v4i3.1902Keywords:
Screw opening game, Abstract thinking, Learning media, Elementary school students, Development researchAbstract
The abstract thinking abilities of second-grade elementary school students are often still diverse and hampered by monotonous learning patterns that do not involve physical manipulative media. This study aims to develop a valid and practical Unscrew game media to train the abstract thinking abilities of second-grade students at MIN 1 Medan City. The method used is Research and Development (R&D) with reference to the Sugiyono development model. Data were collected through interview guidelines, student needs questionnaires, material expert validation sheets, and user practicality response questionnaires, which were then analyzed using quantitative and qualitative descriptive techniques. The results showed that the Unscrew game media met the criteria of very feasible with a material validation score reaching 96%. The level of product practicality was also categorized as very good based on student responses of 94.5% and teacher responses of 88%. The main contribution of this study is the availability of innovative structured, interactive tactile cognitive stimulation media for Guidance and Counseling (BK) services in elementary schools. The implication is that direct physical motor involvement has been proven effective in bridging children's abstract mental operations at the concrete operational development stage. However, this study has limitations in terms of the significant time allocation required, the need for intensive guidance at the beginning of the game, and the limited number of media units produced. Therefore, it is recommended that teachers implement planned time management, that schools facilitate the duplication of products in a classroom setting, and that future researchers develop more adaptive difficulty variations.
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