PENGARUH PERSEPSI ANAK TENTANG GAME EDUKASI TERHADAP TINGKAT MINAT KUNJUNG ANAK DI PERPUSTAKAAN SOEMAN HS PEKANBARU

CITRA GUSMELA, NIM. 12140002 (2016) PENGARUH PERSEPSI ANAK TENTANG GAME EDUKASI TERHADAP TINGKAT MINAT KUNJUNG ANAK DI PERPUSTAKAAN SOEMAN HS PEKANBARU. Skripsi thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

This research is aimed (1) to understand about perception of children regarding educational game in the library Soeman Hs Pekanbaru (2) to understand about the level of interest visit in the library Soeman Hs Pekanbaru (3) to understand about impact children’s perception of educational games against the level of interest visit in the library Soeman Hs Pekanbaru. The population of the research are 366 of children member and the sample taken 15 % of the population that are 55 childrens. The main data are collected by distributing questionnaire which applies likert scale of four alternative answer. Meanwhile the supporting data are collected from the interview , documentation, and obseravion. For the calibration validityit uses correlation of product moment, reability as well as uses alpha cronbach. Data analysis uses mean, grand mean, correlation of product moment, simple regression, hypothesis test, and linierity test. This research resulted in three conclusions; (1) perception of children regarding educational game in the library soeman hs Pekanbaru is 3,44 categorized as very good for the correlation interval 3,25 X 4,00 (2) the level of interest visit in the library soeman hs Pekanbaru is 3,4 categorized as very good for the correlation interval 3,25 X 4,00 (3) there is influence between children’s perception of educational games retrieval the level of interest visit in the library soeman hs Pekanbaruuses product moment correlation with results of 0,686 with a strong influence. The amount of influence between children’s perception of educational games retrieval the level of interest visit is 47,1 % with result 0,471. While the value of t count (6,869) > t table (2,006) and that mean Ha is receive. And value of significant is 0,175 > 0,05 that mean the line is linier. Researcher suggest that the quality of educational game to change better and add another type of educational game that uses bahasa.

Item Type: Thesis (Skripsi)
Additional Information: Dr. Anis Masruri, S.Ag.,SIP.,M.Si
Uncontrolled Keywords: Perception, Educational game, Interest of visit
Subjects: Ilmu Perpustakaan
Divisions: Fakultas Adab dan Ilmu Budaya > Ilmu Perpustakaan (S1)
Depositing User: Miftahul Ulum [IT Staff]
Date Deposited: 15 Apr 2016 15:08
Last Modified: 15 Apr 2016 15:08
URI: http://digilib.uin-suka.ac.id/id/eprint/20026

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