Model Pembelajaran Berbasis Proyek: Curious, Explore, Predict, Art, and Technology pada Anak Usia Dini
DOI:
https://doi.org/10.24256/tunascendekia.v9i1.12787Keywords:
pembelajaran berbasis proyek, curious, explore, predict, art, technology, kearifan lokal, anak usia diniAbstract
Penelitian ini mengembangkan model pembelajaran berbasis proyek yang dibangun di atas siklus Curious, Explore, Predict, Art, and Technology (CEPAT) dan berakar pada kearifan lokal Kabupaten Enrekang, Indonesia, serta menguji validitas dan kepraktisannya bagi Raudhatul Athfal (RA) di daerah pedesaan. Penelitian dipandu model ADDIE di empat RA Aisyiyah pedesaan. Analisis kebutuhan melalui observasi, wawancara terstruktur, dan telaah dokumen menunjukkan pembelajaran yang berpusat pada guru dan bertumpu pada lembar kerja, yang jarang mengajak anak bertanya, bereksplorasi, atau memanfaatkan sumber daya lokal. Tiga potensi lokal dipilih sebagai isi proyek: beras pulu mandoti, dangke (olahan susu tradisional), dan bawang merah. Produknya adalah situs web ciptalokal yang ditujukan bagi guru, berisi buku saku CEPAT, modul ajar, lembar kerja, poster interaktif, dan video pembelajaran. Dua ahli media menilai situs web sangat valid (94,1%) dan tiga ahli materi menilai modul sangat valid (97,4%); aspek dengan nilai terendah pada kedua kelompok berkaitan dengan konten pembelajaran. Setelah implementasi berbasis pelatihan selama tiga hari, 15 guru dari keempat RA menilai produk sangat praktis (82,4%), dengan nilai terendah pada relevansi komponen teknologi dan kejelasan tujuan pembelajaran. Keterlibatan anak hanya didokumentasikan secara deskriptif, dan efektivitas tidak diuji. Dengan demikian, model CEPAT valid dan praktis bagi guru RA pedesaan; pengaruhnya terhadap pembelajaran anak memerlukan uji terkontrol dengan observasi pada tingkat anak.
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