Nia Silvia N, - and Dadan Nugraha, - and Purwati, - (2025) ANALISIS FENOMENA KECANDUAN PERMAINAN SAKURA SCHOOL SIMULATOR PADA ANAK USIA DINI DI KOTA TASIKMALAYA. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Permainan Sakura School Simulator, merupakan sebuah permainan simulasi yang mengahdirkan banyak fitur pilihan yang dapat melatih fantasi dan imajinasi pada anak usia dini. Penelitian ini bertujuan untuk Menganalisis Fenomena Kecanduan Permainan Sakura School Simulator pada Anak Usia Dini di Kota Tasikmalaya dengan menyoroti konten permainan, dampak positif dan negatif terhadap perkembangan karakter anak, serta tindakan yang dilakukan orang tua terhadap anak usia dini yang kecanduan permainan Sakura School Simulator. Penelitian ini menggunakan pendekatan kualitatif dengan metode fenomenologi untuk menggali pengalaman subjektif anak dan orang tua secara mendalam. Teknik pengumpulan data dilakukan melalui wawancara, observasi dan dokumentasi, dengan analisis data menggunakan model Miles dan Huberman yang mencakup tahapan reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa konten permainan menampilkan kebebasan perilaku, simulasi kehidupan sosial virtual, serta beragam peran yang menarik bagi anak usia dini. Dampak positif yang ditimbulkan yaitu meningkatnya kreativitas, imajinasi, kemampuan berbahasa dan eksplorasi peran sosial. Namun, permainan ini juga berdampak negatif, seperti menurunnya interaksi sosial nyata, munculnya perilaku individualis dan kecenderungan meniru tindakan bebas yang kurang sesuai dengan norma. Sebagai respon, orang tua menerapkan berbagai tindakan seperti pembatasan waktu bermain, pengawasan, pengalihan ke aktivitas positif dan penanaman nilai-nilai sosial dalam keluarga. Kesimpulan penelitian ini bahwa permainan digital seperti Sakura School Simulator memberikan pengaruh multidimensi terhadap perkembangan karakter anak usia dini, sehingga diperlukan peran aktif orang tua dalam mengarahkan penggunaan media digital secara bijak dan seimbang. The Sakura School Simulator game is a simulation game that offers many features that can stimulate the imagination and creativity of young children. This study aims to analyze the phenomenon of the Sakura School Simulator game among young children in Tasikmalaya City, focusing on the game's content, its positive and negative impacts on children's character development, and the actions taken by parents toward young children addicted to the Sakura School Simulator game. This study employs a qualitative approach using the phenomenological method to deeply explore the subjective experiences of children and parents. Data collection techniques include interviews, observations, and documentation, with data analysis utilizing the Miles and Huberman model, which includes data reduction, data presentation, and conclusion drawing. The results of the study indicate that the game's content features behavioral freedom, virtual social life simulation, and diverse roles that are appealing to young children. The positive impacts include increased creativity, imagination, language skills, and social role exploration. However, the game also has negative impacts, such as reduced real-life social interaction, the emergence of individualistic behavior, and a tendency to imitate unrestricted actions that may not align with societal norms. In response, parents implement various measures such as limiting playtime, supervision, redirecting children to positive activities, and instilling social values within the family. The conclusion of this study is that digital games like Sakura School Simulator have a multidimensional influence on the character development of young children, so active parental involvement is necessary to guide the wise and balanced use of digital media.
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S_PGPAUD_2109238_Chapter1.pdf Download (170kB) |
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S_PGPAUD_2109238_Appendix.pdf Restricted to Staf Perpustakaan Download (2MB) |
| Item Type: | Thesis (S1) |
|---|---|
| Additional Information: | https://scholar.google.com/citations?view_op=list_works&hl=en&user=SK_Ejv4AAAAJ ID SINTA Dosen Pembimbing: Dadan Nugraha: 6068607 Purwati: 6746144 |
| Uncontrolled Keywords: | Anak Usia Dini, Karakter, Permainan Digital, Peran Orang Tua Early Childhood, Character, Digital Games, Parental Role |
| Subjects: | L Education > L Education (General) |
| Divisions: | UPI Kampus Tasikmalaya > PGPAUD S1 UPI Kampus Tasikmalaya |
| Depositing User: | Nia Silvia N |
| Date Deposited: | 28 Oct 2025 07:06 |
| Last Modified: | 28 Oct 2025 07:06 |
| URI: | http://repository.upi.edu/id/eprint/144369 |
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