PENGARUH PERMAINAN DIGITAL BUSY SHAPES TERHADAP KEMAMPUAN SPATIAL SENSE (KEPEKAAN RUANG) ANAK USIA 4-5 TAHUN (PENELITIAN EKSPERIMEN DI TK NEGERI JATINEGARA 01, KELURAHAN CIPINANG BESAR UTARA, KECAMATAN JATINEGARA, JAKARTA TIMUR)

HESTI FARIDA, . (2023) PENGARUH PERMAINAN DIGITAL BUSY SHAPES TERHADAP KEMAMPUAN SPATIAL SENSE (KEPEKAAN RUANG) ANAK USIA 4-5 TAHUN (PENELITIAN EKSPERIMEN DI TK NEGERI JATINEGARA 01, KELURAHAN CIPINANG BESAR UTARA, KECAMATAN JATINEGARA, JAKARTA TIMUR). Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk membuktikan apakah ada pengaruh permainan digital busy shapes terhadap kemampuan spatial sense (kepekaan ruang) anak usia dini. Penelitian ini menggunakan pendekatan kuantitatif dengan desain penelitian post-test only control design. Desain penelitian tersebut terdapat dua kelompok yaitu, kelompok pertama adalah kelompok eksperimen dan kelompok kedua adalah kelompok kontrol. Subyek penelitian berjumlah 16 anak, dengan kelompok eksperimen 8 anak dan kelompok kontrol 8 anak. Teknik pengumpulan data menggunakan observasi dan dokumentasi. Teknik Analisis data yang dilakukan adalah melakukan pengolahan data awal untuk mencari rata-rata (mean), median, modus, simpangan baku, nilai maksimum, dan nilai minimum. Selanjutnya dilakukan pengujian persyaratan analisis data yaitu, uji normalitas, uji homogenitas, dan uji hipotesis. Berdasarkan data hasil penelitian yang dilakukan mendapatkan data hasil perhitungan t_{hitung>}t_{tabel}. Ternyata H_0 ditolak dan H_1 diterima, dengan nilai t_{hitung} sebesar 25,446 dan t_{tabel} sebesar 1,761. Dengan demikian H_0 ditolak dan H_1 diterima, maka dapat disimpulkan bahwa terdapat pengaruh signifikan dari permainan digital busy shapes terhadap kemampuan spatial sense (kepekaan ruang) anak usia 4-5 tahun. **** This study aims to prove whether there is an effect of digital busy shapes games on the spatial sense ability of early childhood. This study used a quantitative approach with a post-test only control design. The research design consisted of two groups, namely the first group was the experimental group and the second group was the control group. The subjects of the study were 16 children, with an experimental group of 8 children and a control group of 8 children. Data collection techniques using observation and documentation. The data analysis technique used is to perform initial data processing to find the average (mean), median, mode, standard deviation, maximum value, and minimum value. Furthermore, testing of data analysis requirements was carried out, namely, normality test, homogeneity test, and hypothesis testing. Based on the data from the results of the research conducted, we obtained data from the calculation results of tcount > ttable. It turned out that H0 was rejected and H1 was accepted, with a tcount value of 25.446 and ttable of 1.761. Thus H0 is rejected and H1 is accepted, it can be concluded that there is a significant effect of digital busy shapes games on the spatial sense ability of children aged 4-5 years.

Item Type: Thesis (Sarjana)
Additional Information: 1). Prof. Dr. Sofia hartati, M.Si. ; 2). Niken Pratiwi, M.Pd.
Subjects: Pendidikan > Media Pembelajaran
Pendidikan > Pendidikan > Pendidikan Anak
Divisions: FIP > S1 Pendidikan Guru PAUD
Depositing User: Users 17101 not found.
Date Deposited: 01 Mar 2023 02:12
Last Modified: 01 Mar 2023 02:12
URI: http://repository.unj.ac.id/id/eprint/37093

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