PENGARUH PUZZLE DIGITAL JIGSAW TERHADAP LITERASI DIGITAL PADA ANAK USIA 5-6 TAHUN DI TAMAN KANAK KANAK TELKOM PADANG
Abstract
This study aims to determine the effect of using digital jigsaw puzzles on digital literacy of children aged 5–6 years at Telkom Padang Kindergarten. The study used a quantitative approach with a One Group Pretest–Posttest pre-experimental design. The subjects were 13 children in group B selected using a purposive sampling technique. The treatment in the form of playing digital jigsaw puzzles with the theme of the Universe (stars, moon, and sun) was carried out from July 21 to August 14, 2026. Data were collected through a structured observation sheet containing 8 items covering the four competencies of digital literacy, namely accessing, selecting, understanding, and communicating digital information, with a rating scale of 1–4 (the ideal maximum score is 32). Data analysis used descriptive statistics, the Shapiro-Wilk normality test, and the Paired Sample t-Test with the help of SPSS version 29. The average score increased from 17.69 in the pretest to 29.54 in the posttest, with an average difference of 11.85 points. The paired-sample test showed t = −25.490, df = 12, and p < 0.001, with a Cohen's d effect size of 7.070 and an average N-Gain of 0.8356 (high category). All children who were initially in the Adequate category increased to the Advanced category. Thus, digital jigsaw puzzles have a significant effect on the digital literacy of children aged 5–6 years. Because the study design did not have a control group and the number of subjects was small, these results should be interpreted as preliminary evidence.
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