ZULFADHLIYAH, MULYAWATI (2026) Pengaruh Game Edukatif dan Keterlibatan Orang Tua Terhadap Kemampuan Membaca Permulaan Anak Usia 5-6 Tahun. Magister thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk mengetahui pengaruh game edukatif dan keterlibatan orang tua terhadap kemampuan membaca permulaan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen. Populasi dalam penelitian ini adalah seluruh anak usia 5-6 tahun di RA Kota Bogor. Teknik pengambilan sampel menggunakan purposive sampling. Uji normalitas data menggunakan uji lilefors dan uji homogenitas data menggunakan uji levene. Analisis data menggunakan analisis deskriptif dan analisis statistik inferensial. Adapun pengujian hipotesis penelitian menggunakan uji Analisis varian (Anava) dua Jalur dan dilanjutkan dengan uji Tukey. Hasil penelitian menunjukkan bahwa penggunaan game Qreative Edukatif sangat efektif dalam meningkatkan kemampuan membaca permulaan anak dibandingkan dari penggunaan flashcard. Karena game Qreative edukatif mampu lebih menarik perhatian anak dikarenakan game tersebut lebih berwarna dan gambar. Baik anak yang memiliki keterlibatan orang tua tinggi ataupun rendah, game Qreative Edukatif ternyata terbukti memberikan hasil yang lebih tinggi dibandingkan penggunaanflashcard. Hasil analisis data juga menunjukkan bahwa terdapat pengaruh game edukatif terhadap kemampuan membaca permulaan dan terdapat interaksi antara game edukatif dan keterlibatan orang tua terhadap kemampuan membaca permulaan pada anak usia 5-6 tahun. ****** This study aims to determine the influence of educational games and parental involvement on early reading skills. The study employs a quantitative approach using an experimental method. The population consists of all children aged 5–6 years in Raudhatul Athfal (RA) schools in Bogor City. Purposive sampling was used as the sampling technique. Data normality was tested using the Lilliefors test, and data homogeneity was tested using Levene's test. Data analysis involved both descriptive and inferential statistical analyses. Hypothesis testing was conducted using Two-Way Analysis of Variance (ANOVA) followed by the Tukey test. The results indicate that the use of "Qreative" educational games is highly effective in improving children's early reading skills compared to the use of flashcards. This is because "Qreative" educational games are better at capturing children's attention due to their colorful nature and use of imagery. Regardless of whether parental involvement was high or low, "Qreative" educational games consistently yielded better results than flashcards. Data analysis also reveals an influence of educational games on early reading skills, as well as an interaction between educational games and parental involvement regarding early reading skills in children aged 5–6 years.
| Item Type: | Thesis (Magister) |
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| Additional Information: | 1. Prof. Dr. Sofia Hartati, M.Si 2. Dr. Hapidin, M.Pd |
| Subjects: | Pendidikan > Pendidikan Dasar > Pendidikan Anak |
| Divisions: | FIP > S2 Pendidikan Anak Usia Dini |
| Depositing User: | Mulyawati Zulfadhliyah . |
| Date Deposited: | 18 Sep 2026 06:56 |
| Last Modified: | 18 Sep 2026 06:56 |
| URI: | http://repository.unj.ac.id/id/eprint/73737 |
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