RUANG BERMAIN DIGITAL TERHADAP RELATIONSHIP SKILL ANAK DI ERA PANDEMI: Studi Analisis Game Digital terhadap Relationship Skill Anak Usia 4-6 Tahun - Amelinda Syahiba Lestari, - (2021)
Penelitian ini dilatarbelakangi oleh keberadaan ruang digital di masa pandemi yang sekarang ini menjadi salah satu media pembelajaran. Di masa pandemi ini seluruh stimulasi perkembangan anak dilakukan secara virtual. Namun aspek perkembangan berkaitan dengan interaksi anak sulit dilakukan secara virtual, terlebih lagi aspek relationship skill (keterampilan membangun hubungan) anak. Selain itu, fenomena prilaku anak di masa pandemi ini ternyata lebih banyak menggunakan media game untuk aktifitas bermain mereka, sehingga peneliti melakukan penelitian terhadap beberapa game sebagai bentuk ruang bermain digital. Ruang bermain tersebut terdiri dari game Roblox, Minecraft dan PK XD. Peneliti melakukan penelitian ruang bermain tersebut terhadap fitur yang digunakan dan materi aspek relationship skill anak yang terdiri dari kegiatan mendengarkan dengan baik, mencari bantuan, menawarkan bantuan, kerjasama dan negosiasi. Tujuan penelitian ini untuk mengetahui pola keruangan pada fitur dan materi yang sesuai dengan konsep relationship skill anak. Penelitian ini menggunakan metode analisis isi dengan pendekatan kualitatif dengan objek penelitian game digital yang terdapat dalam platform playstore di handphone dan komputer. Teknik pengumpulan data menggunakan studi dokumentasi berupa tangkapan layar dalam game. Teknik analisis data menggunakan skema analisis isi. Hasil penelitian menunjukan bahwa ruang bermain digital Roblox, Minecraft dan PK XD memuat fitur dan materi yang sesuai dengan konsep relationship skill anak usia 4-6 tahun. Dengan demikian adanya ruang bermain digital bisa dimanfaatkan sebagai salah satu alternatif media pembelajaran yang mendukung anak dalam membangun relationship skill di era pandemi ini. ----- This research was based on the existence of digital space during the pandemic which was currently being one of the instructional media. During this pandemic, all the development stimulation for children was executed virtually. However, the developmental aspects related to children's interactions were difficult to achieve indirectly, especially for the relationship skill aspect of children. In addition, the phenomenon of children's behaviour during the pandemic era using game as their playing activities, were found more often. Therefore, the researcher conducted an analysis on several games as a form of digital playroom. Those digital payrooms were Roblox, Minecraft and PK XD. The researcher conducted an inquisition on those digital games in terms of the features used and the materials of children's relationship skill which was consisted of good listening, seeking help, offering help, cooperating and negotiating activities. The purpose of this study was to determine the spatial pattern of features and materials in accordance with the concept of children's relationship skills. This study used a content analysis method with a qualitative approach with digital game as an object of research, which can be found in the playstore platform on mobile phone and computers. The data analysis technique uses a content analysis scheme. The result showed that the Roblox, Minecraft and PK XD digital playrooms contained features and materials that were in accordance with the concept of relationship skills for children aged 4-6 years. Therefore, the existence of digital playroom can be used as instructional media that support children for building relationship skill in this pandemic era.