EFEKTIVITAS IMMERSIVE POP-UP BOOK STEAM PAUD PADA PEMBELAJARAN MITIGASI GEMPA UNTUK STIMULASI PERILAKU KESIAPSIAGAAN
DOI:
https://doi.org/10.51878/edutech.v6i3.13328Keywords:
Immersive Pop-Up Book, STEAM, QR Code, Kesiapsiagaan Gempa, Anak Usia DiniAbstract
ABSTRACT
Developing earthquake preparedness from an early age requires learning experiences that align with young children's developmental characteristics, allowing disaster mitigation concepts to be translated into observable preparedness behaviors rather than remaining as theoretical knowledge. One instructional approach explored in this study integrates a three-dimensional Immersive Pop-Up Book, STEAM-based learning activities, QR Code technology, and earthquake simulation into a unified learning experience. The study involved 20 children in Group B at KB Wisana Kota Bandung, and adopted a quantitative approach using a one-shot case study design. Earthquake preparedness behaviors were assessed through structured observation sheets and analyzed using descriptive statistics, the Shapiro–Wilk normality test, and a One-Sample t-test with a predetermined cut score of 75. The findings revealed an average preparedness behavior score of 87.00%, indicating a very good level of achievement. Statistical testing further confirmed that the observed performance significantly exceeded the established benchmark (t = 10.046, p < 0.001). These results suggest that combining the Immersive Pop-Up Book with the STEAM approach, QR Code technology, and simulation-based activities effectively strengthens earthquake preparedness behaviors among young children while contributing an innovative, contextualized, and developmentally appropriate learning medium for disaster education.
ABSTRAK
Penguatan kesiapsiagaan bencana sejak usia dini perlu didukung oleh pengalaman belajar yang sesuai dengan karakteristik perkembangan anak, sehingga materi mitigasi tidak hanya dipahami sebagai pengetahuan, tetapi juga tercermin dalam perilaku. Salah satu alternatif yang dikembangkan adalah pemanfaatan media pembelajaran yang memadukan representasi visual tiga dimensi, aktivitas eksploratif berbasis STEAM, akses informasi melalui QR Code, dan simulasi kebencanaan dalam satu rangkaian kegiatan belajar. Untuk menilai kontribusi pendekatan tersebut, penelitian ini melibatkan 20 anak kelompok B di KB Wisana Kota Bandung, dengan menggunakan pendekatan kuantitatif melalui desain one-shot case study. Perilaku kesiapsiagaan gempa diamati menggunakan lembar observasi yang selanjutnya dianalisis melalui statistik deskriptif, uji normalitas Shapiro–Wilk, serta One Sample t-Test dengan nilai acuan (cut score) sebesar 75. Analisis menunjukkan bahwa rerata capaian perilaku kesiapsiagaan mencapai 87,00%, yang termasuk dalam kategori sangat baik. Hasil pengujian statistik juga mengonfirmasi bahwa capaian tersebut berada secara signifikan di atas nilai acuan (t = 10,046; p < 0,001). Temuan ini memperlihatkan bahwa kombinasi Immersive Pop-Up Book, pembelajaran berbasis STEAM, pemanfaatan QR Code, dan aktivitas simulasi mampu memperkuat perilaku kesiapsiagaan gempa pada anak usia dini sekaligus menawarkan inovasi media pembelajaran kebencanaan yang kontekstual, interaktif, dan relevan dengan kebutuhan perkembangan peserta didik.
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