Main Article Content

Abstract

This study aims to develop and evaluate "Smartimals," an animal-themed digital game designed to support early mathematics learning in resource-limited contexts. Employing a Research and Development (R&D) approach adapted from the 4-D model, the study was conducted with 15 children aged 5–6 years in a rural area of East Aceh, Indonesia. The development prioritized accessible technology to ensure practicality for teachers in infrastructure-constrained settings. Data were collected through expert validation questionnaires and direct observation of learning outcomes. The results indicate that the developed media is highly feasible and effective, achieving expert validation scores of 95.3% for media design, 80% for content, and 96% for language, alongside a field trial effectiveness rate of 89.9%. Beyond technical feasibility, the findings suggest that the integration of familiar animal themes functions as a cognitive anchor, effectively reducing extraneous cognitive load and bridging abstract mathematical concepts, such as arithmetic and pattern recognition, with concrete experiences. This study reinforces the premise of "pedagogy over technology," demonstrating that simple, contextually relevant ICT tools can significantly enhance early numeracy and student engagement, offering an inclusive solution for early childhood education in remote areas.

Keywords

Cognitive Load Contextual Pedagogy Digital Game-Based Learning Early Mathematics Low-Tech ICT

Article Details

How to Cite
Syarfina, S., Fathanah, N., Nadhirah, N., Kamis, K., Mahriza, R., & Maisari, S. (2026). Pedagogy Over Technology: Animal-Themed Digital Games to Support Early Mathematics Learning. Atfaluna Journal of Islamic Early Childhood Education, 8(2), 121-136. https://doi.org/10.32505/atfaluna.v8i2.7229

References

  1. Ariona, R. (2014). Color Recognition Educational Game as a Media- Learning for Preschoolers Based on Android. Journal of Electrical Engineering, 6(1), 30.
  2. Ayu Annisa, N., Rusdiyani, I., &; Nulhakim, L. (2022). Increase learning effectiveness through Android-based educational game applications. Academic, 11(01), 201–213. https://doi.org/10.34005/akademika.v11i01.1939
  3. Azahrah, F. R., Afrinaldi, R., & Fahrudin. (2021). The implementation of online volleyball learning at Class X High School in Majalaya District. Scientific Journal of Educational Vehicles, 7(4), 531–538. https://doi.org/10.5281/zenodo.5209565
  4. Dwiyono. (2017). Interactive Learning Media Games on Basic Competencies Describe the Use of Hand Tools and Power Tools. Mechatronics Engineering Education Study Program, 7(4), 343–351.
  5. Epriliyansyah, A., Verina, W., &; Tanjung, M. R. (2020). Designing educational games for the introduction of calculations for early childhood with the Android-based RAD method. Phytic, 1(1), 629–638.
  6. Fauziah, F., &; Arrifqie, A. K. (2022). Design an Android-based animal recognition educational game using Unity 3D. NETWORK : Journal of Information Technology and Management, 7(1), 10–16. https://doi.org/10.25134/jejaring.v7i1.6744
  7. Humaida, R. T., &; Suyadi, S. (2021). Early Childhood Cognitive Development through the Use of ICT-Based Digital Educational Game Media. Aulad: Journal on Early Childhood, 4(2), 78–87. https://doi.org/10.31004/aulad.v4i2.98
  8. Latif, A., Rohmiyanti, W., Syafira, I., Wahiddatul, S., &; Haryanto, A. D. (2021). The Use of Educational Game-based Learning Media as an Effort to Increase Learning Interest of Elementary School Students. SEEDLING: Seminar ..., 809–825. http://103.142.62.229/index.php/semai/article/view/452/159%0Ahttp://103.142.62.229/index.php/semai/article/view/452%0Ahttp://103.142.62.229/index.php/semai/article/download/452/159
  9. Lestari, K. D., Adhisa, R. R., Kom, S., &; Kom, M. (2022). Development of Android-based interactive learning media for letter recognition of animal material for dyslexic children. 13(2), 209–220. http://eprints.ums.ac.id/id/eprint/97547%0Ahttp://eprints.ums.ac.id/97547/1/NASKAH PUBLICATIONS.pdf
  10. Nirvana, E. S. (2021). Development of Android Game-Based Learning Media for Children Aged 5-6 Years. Journal of Obsession : Journal of Early Childhood Education, 6(3), 1811–1818. https://doi.org/10.31004/obsesi.v6i3.1684
  11. Purnawati, S., Ariyanto, F. L. T., & Nazarullail, F. (2022). The use of Ape Wire Game as a tool to stimulate early childhood development. WISDOM: Journal of Early Childhood Education, 3(1), 102–112. https://doi.org/10.21154/wisdom.v3i1.3755
  12. Sintia, M. D. (2020). Development of Big Puzzle Learning Media to Improve Cooperation Skills in Children. Journal for Lesson and Learning Studies, 3(3), 454–460. https://ejournal.undiksha.ac.id/index.php/JLLS/article/view/29409
  13. Susilawati, L. (2021). Development of Interactive Learning Media on Indonesian Subjects at SMK Negeri 1 Tajinan. Proceedings of IKIP Budi Utomo National Seminar, 2(01), 389–394. https://doi.org/10.33503/prosiding.v2i01.1392
  14. Syarfina, Basri, Hasibuan, R. H., Abidin, Z., Ulya, K., Tursina, A., Amri, K., Veryawan, & Fadli, M. (2022). Developing Mathematics Learning Media to Introduce the Concept of Numbers to Early Childhood. AIP Conference Proceedings, 2524(October). https://doi.org/10.1063/5.0112389
  15. Umar, N., Asrul, B. E. W., & Sawaji, J. (2018). Android-based application for janitors. National Seminar on Information and Communication Technology (SEMNASTIK), 1(1), 393–398.
  16. Untary, B. S., &; Sutama, M. P. (2021). Development of interactive learning media to recognize animal names based on educational games for early childhood education. http://eprints.ums.ac.id/id/eprint/88575%0Ahttp://eprints.ums.ac.id/88575/15/Naskah Publications.pdf
  17. Widyastuti, R., Izzah, A., &; Kusuma, S. F. (2020). Development of the game "kangaroo jump" as a learning medium for the smallest federal multiples to remind interest in learning. Journal of Educational Technology Innovation, 7(2), 162–176. https://doi.org/10.21831/jitp.v7i2.34769