KETIKA BERMAIN MENJADI RUANG BELAJAR: PEMANFAATAN TEKNOLOGI INFORMASI DALAM MENCIPTAKAN PERMAINAN EDUKATIF UNTUK ANAK USIA DINI
DOI:
https://doi.org/10.53515/ancomis.v2i1.57Keywords:
early childhood, educational games, information technology, learning through play, digital mediaAbstract
The use of information technology in early childhood education is growing rapidly, yet it has not been optimally directed toward educational purposes. This study analyzes the utilization of information technology in creating educational games that support early childhood development and learning. The research employs a qualitative library research method, using data from accredited national journals, and proceedings, analyzed through content analysis. Findings indicate that play is the primary medium of learning for children aged 0–8 years, and information technology offers significant opportunities to transform play into meaningful learning spaces. Technology-based educational games—including Android-based games, interactive multimedia, gamification, Augmented Reality, and digital flashcards—enhance children’s motivation, creativity, critical thinking, digital literacy, and problem-solving skills. These findings are interpreted through Piaget’s cognitive constructivism, Vygotsky’s sociocultural theory, and the play-based learning approach. The study proposes a conceptual model of “Play as a Learning Space”, emphasizing that collaboration between teachers and parents is essential in implementing technology-based educational games appropriately and in balance with direct play activities.





Annual Conference on Moderate Islamic Studies