had a positive impact on the stimulation of children's
development through the use of technological tools
such as laptops or tablets for students at the Palur
PKK Kindergarten. This aligns with research findings
that children aged 3-5 years have the ability to access
technological devices such as laptops, smartphones,
or iPads, thus requiring attention to the impact and
applications specifically designed for early childhood
groups (Livingstone, 2020). The duration of
children's access to laptops, smartphones, or tablets
can increase with age. Research results show
differences in the influence of digital media use on
children's cognitive development (Pedrotti, 2024). A
28.7% negative impact on children's cognitive
development occurs when media use is unsupervised
by parents, accesses non-educational content, and
accesses for longer durations. Meanwhile, a 5.3%
negative impact occurs when media use is
accompanied by parents, uses educational content,
and uses media simultaneously with parents. This
leads to a negative relationship with attention and
working memory in children's cognitive
development. Likewise, the role of teachers in
teaching new learning materials developed through
the use of technology as a digital learning medium for
children is crucial.
The use of technology on children not only has
negative but also positive impacts. The positive
impact found in the results of the current study is that
researchers found that students at the Palur PKK
Kindergarten have followed the learning material in a
fun and meaningful way. Students more easily
understand the learning material through the display
of the learning video "What's inside my house?" They
better remember the rooms in the house and their
contents. In addition, this learning video becomes
more meaningful and provides new knowledge for
students after viewing this video. For example, during
the display of the learning video, several students said
that there is no living room in their house and they
now know the objects in the living room (interview
with teacher SR). By providing digital learning
media, children are also able to operate digital devices
independently, demonstrate spatial understanding of
object placement in applications, demonstrate
conceptual understanding of the material being taught
(Tang, 2024). Through the display of learning videos,
it has contributed to the involvement of children's
experiences and knowledge, behavior and emotions
related to the focus of knowledge, understanding of
content, increased motivation, and a fun and
innovative learning environment. Innovation in
digital learning media can be achieved through
engaging and meaningful learning, not only engaging
children but also fostering interest in learning,
enhancing conceptual understanding, and developing
cognitive, motor, social, and emotional aspects.
Digital learning media can train children to operate
digital devices independently, demonstrate spatial
understanding of object placement within
applications, and demonstrate conceptual
understanding of the material being taught. However,
when using animated video-based digital learning
media, the role of a mentor is essential, and social
interaction with others remains a crucial aspect to
consider.
6 CONCLUSIONS
Digital learning media designed based on interactive
learning videos "what's inside my house?" provides
material about rooms and their functions (family
room, living room, bedroom and bathroom), objects
in each room, in the video also includes sound and
images so that the learning video is more interesting
and interactive. The interactive learning video "what's
inside my house?" can stimulate various child
developments, namely cognitive, language and social
emotional. Students can better understand and
stimulate aspects of their development through
quizzes given such as distinguishing objects in the
family room, spelling letters to become nouns in the
bedroom, matching words with pictures and counting
the number of objects. Thus, the implications of the
game-based learning video "what's inside my house?"
can be a digital learning media used by teachers to
support conscious, meaningful and fun learning,
interactive, contextual, and have a positive impact on
developmental aspects.
ACKNOWLEDGEMENTS
The author would like to thank the research team, the
PKK Palur Kindergarten teachers who facilitated and
actively participated in the research.
REFERENCES
Arifudin, O. (2021). Media Pembelajaran Pendidikan Anak
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Behnamnia, N. K. (2023). A review of using digital game-
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