EFEKTIVITAS AKTIVITAS AUGMENTED REALITY TERHADAP KREATIVITAS, KEMAMPUAN PEMECAHAN MASALAH DAN KECERDASAN EMOSIONAL ANAK USIA DINI DI TK B XYZ JAKARTA UTARA

Shervin Susanty

Abstract


Augmented Reality (AR), a technology with the concept of combining the real world with the virtual world displayed in real time, is one of the potential innovative strategies in the field of education to interact with the Alpha Generation. The purpose of the study was to determine the differences in creativity, problem solving ability, and emotional intelligence of kindergarten B students with Augmented Reality activities. The subjects consisted of 56 students. This research is a quasi experiment method. The scores obtained were tested to determine differences with the T and Wilcoxon tests. The results of the creativity hypothesis test showed Pvalue 0.00, problem solving ability 0.03, and emotional intelligence 0.04. The mean score of the experimental class was higher in creativity (42) than the control class (35.3). For the mean, the experimental class was higher in each of problem-solving and emotional intelligence (43) than the control class (35). Hypothesis testing showed a difference after the treatment in creativity, problem-solving ability, and emotional intelligence in the experimental class, increasing by 12, 12 points and 14 points respectively. In conclusion, there are differences in creativity, problem-solving, and emotional intelligence of students in the classroom group with AR activities at XYZ Kindergarten B.


Keywords


Augmented Reality, Early childhood, Creativity, Problem-solving skills, Emotional intelligence



DOI: https://doi.org/10.17509/e.v23i3.73355

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