<mets:mets OBJID="eprint_77852" LABEL="Eprints Item" xsi:schemaLocation="http://www.loc.gov/METS/ http://www.loc.gov/standards/mets/mets.xsd http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mets="http://www.loc.gov/METS/" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mets:metsHdr CREATEDATE="2026-08-13T14:17:46Z"><mets:agent ROLE="CUSTODIAN" TYPE="ORGANIZATION"><mets:name>Institutional Repository UIN Sunan Kalijaga Yogyakarta</mets:name></mets:agent></mets:metsHdr><mets:dmdSec ID="DMD_eprint_77852_mods"><mets:mdWrap MDTYPE="MODS"><mets:xmlData><mods:titleInfo><mods:title>PENGARUH GAME EDUKATIF COMPUTER KIDS TERHADAP PERKEMBANGAN BAHASA ANAK USIA 4-6 TAHUN DI TK ‘AISYIYAH NYAI AHMAD DAHLAN</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 22104030018</mods:namePart><mods:namePart type="family">Aqnita Yanuar Rizki Aulia</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>This research is based on the existence of children's language barriers in TK 'Aisyiyah Nyai Ahmad Dahlan, especially in expressing opinions, recognizing adjectives, and recognizing number and letter symbols. In addition, the learning method has not fully utilized digital technology to the fullest. So that computer kids are present to bridge the achievement of aspects of children's language development. This study aims to find out the level of language development before and after being given educational games computer kids, as well as to find out whether there is a significant influence of educational games on children's language development.&#13;
Data collection involves Pretest and Posttest. The results of the Pretest showed an average initial language development score of 30.9, indicating obstacles in recognizing adjectives, expressing opinions, and recognizing symbols. After three treatment sessions using computer kids, the post test showed a significant improvement with the average score being 38.8. Statistical analysis using a pairing t-test using SPSS 27 obtained a significance value of 0.001 (p&lt;0.05), which caused the null hypothesis to be rejected and the alternative hypothesis to be accepted. This shows that there is a significant positive influence of educational games computer kids on the language development of children aged 4-6 years which makes the learning process more effective and fun. This media is considered feasible and effective, especially in the aspect of displaying animations, motivating, and increasing children's interest in language learning.</mods:abstract><mods:classification authority="lcc">371.33 Media Pembelajaran</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-07-14</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>UIN SUNAN KALIJAGA YOGYAKARTA;FAKULTAS ILMU TARBIYAH DAN KEGURUAN</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mets:xmlData></mets:mdWrap></mets:dmdSec><mets:amdSec ID="TMD_eprint_77852"><mets:rightsMD ID="rights_eprint_77852_mods"><mets:mdWrap MDTYPE="MODS"><mets:xmlData><mods:useAndReproduction>
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