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Latar penelitian menunjukkan masih adanya kesulitan memahami konsep berhitung dasar, meliputi pengurutan angka, pencocokan lambang bilangan dengan jumlah benda, serta penjumlahan dan pengurangan sederhana. Penelitian kuantitatif dengan Quasi Experimental Nonequivalent Control Group Design melibatkan 26 anak (15 eksperimen, 11 kontrol). Data observasi dan performance test dianalisis menggunakan Mann-Whitney U Test berbantuan SPSS 25. Hasil menunjukkan peningkatan kemampuan berhitung kelompok eksperimen lebih tinggi dan Asymp. Sig.(2-tailed)=0,019 \u003C0,05 sehingga H0 ditolak, Ha diterima. Disimpulkan game digital Fun Count berpengaruh positif dan signifikan serta membuat pembelajaran lebih aktif, menarik, dan bermakna.",{"@graph":63,"@context":120},[64,81,103],{"@type":65,"itemListElement":66},"BreadcrumbList",[67,72,75,78],{"item":68,"name":69,"@type":70,"position":71},"https://docshare.wps.com","Home","ListItem",1,{"item":73,"name":9,"@type":70,"position":74},"https://docshare.wps.com/id/document/",2,{"item":76,"name":43,"@type":70,"position":77},"https://docshare.wps.com/id/document/ujian/",3,{"item":79,"name":59,"@type":70,"position":80},"https://docshare.wps.com/id/document/effect-of-fun-count-digital-game-on-numeracy-skills-of-children-aged-56-years/159434/",4,{"url":79,"name":59,"@type":82,"image":83,"author":88,"headline":59,"publisher":91,"fileFormat":94,"inLanguage":57,"description":61,"dateModified":95,"datePublished":96,"encodingFormat":94,"isAccessibleForFree":97,"interactionStatistic":98},"DigitalDocument",{"url":84,"@type":85,"width":86,"height":87},"https://docshare.wps.com/thumbnails/effect-of-fun-count-digital-game-on-numeracy-skills-of-children-aged-56-years/159434.png","ImageObject",300,407,{"name":89,"@type":90},"\tCallum ","Person",{"url":68,"name":92,"@type":93},"DocShare","Organization","application/pdf","2026-09-21","2026-08-29",true,{"@type":99,"interactionType":100,"userInteractionCount":102},"InteractionCounter",{"@type":101},"ViewAction",6,{"@type":104,"mainEntity":105},"FAQPage",[106,112,116],{"name":107,"@type":108,"acceptedAnswer":109},"Apa tujuan penelitian tentang game digital Fun Count ini?","Question",{"text":110,"@type":111},"Penelitian bertujuan menganalisis pengaruh penggunaan game digital Fun Count terhadap kemampuan berhitung anak usia 5–6 tahun.","Answer",{"name":113,"@type":108,"acceptedAnswer":114},"Metode penelitian apa yang digunakan?",{"text":115,"@type":111},"Penelitian menggunakan pendekatan kuantitatif dengan desain Quasi Experimental Nonequivalent Control Group Design, melibatkan 26 anak usia 5–6 tahun.",{"name":117,"@type":108,"acceptedAnswer":118},"Apa hasil uji hipotesis dan kesimpulannya?",{"text":119,"@type":111},"Hasil uji menunjukkan Asymp. Sig.(2-tailed)=0,019 \u003C 0,05 sehingga H0 ditolak dan Ha diterima. Game digital Fun Count berpengaruh positif dan signifikan terhadap kemampuan berhitung.","https://schema.org",{"og:url":79,"og:type":122,"og:title":59,"og:site_name":92,"og:description":61},"article",{"robots":124,"canonical":79},"index,follow",{"doc_id":126,"site_id":56},159434,1788017814,{"code":4,"msg":5,"data":129},{"doc_id":126,"user_id":130,"nickname":89,"user_avatar":131,"doc_module":4,"category_id":42,"category_name":43,"doc_title":59,"doc_description":61,"doc_content":132,"file_id":133,"file_url":134,"file_type":135,"file_size":136,"view_count":102,"is_deleted":4,"is_public":71,"is_downloadable":71,"audit_status":71,"page_count":137,"language":138,"language_code":57,"site_id":56,"html_lang":57,"table_of_contents":139,"faqs":140,"seo_title":141,"seo_description":61,"update_tm":127,"read_time":142},137451211410,"https://ap-avatar.wpscdn.com/avatar/2000bb0a9246f588df?x-image-process=image/resize,m_fixed,w_180,h_180&k=1786362646172706240","PENGARUH GAME DIGITAL FUN COUNT TERHADAP KEMAMPUAN BERHITUNG  \nANAK USIA 5–6 TAHUN  \nAlifia Murfidah, Nur Ika Sari Rakhmawati, Ruqoyyah Fitri, Dhian Gowinda Luh Safitri  \nUniversitas Negeri Surabaya  \n[alifia.22007@mhs.unesa.ac.id](alifia.22007@mhs.unesa.ac.id), [nurrakhmawati@unesa.ac.id](nurrakhmawati@unesa.ac.id), [ruqoyyahfitri@unesa.ac.id](ruqoyyahfitri@unesa.ac.id) ,  \n[dhiansafitri@unesa.ac.id](dhiansafitri@unesa.ac.id)  \nABSTRAK  \nPenelitian ini bertujuan untuk menganalisis pengaruh penggunaan game digital fun count terhadap kemampuan berhitung anak usia 5–6 tahun. Penelitian ini dilatarbelakangi olehmasih ditemukannya anak yang mengalami kesulitan dalam memahami konsep berhitung dasar, seperti mengurutkan angka, mencocokkan lambang bilangan dengan jumlah benda, serta melakukan penjumlahan dan pengurangan sederhana. Salah satu faktor yang memengaruhi kondisi tersebut adalah keterbatasan media pembelajaran yang menarik dansesuai dengan karakteristik belajar anak usia dini. Oleh karena itu, diperlukan inovasi media pembelajaran berbasis teknologi yang mampu meningkatkan keterlibatan dan motivasi belajaranak. Penelitian ini menggunakan pendekatan kuantitatif dengan desain Quasi Experimental jenis Nonequivalent Control Group Design. Sampel penelitian berjumlah 26 anak usia 5–6 tahun yang terbagi menjadi dua kelompok, yaitu 15 anak pada kelompok eksperimen dan 11 anak pada kelompok kontrol. Kelompok eksperimen diberikan perlakuan berupa penggunaan game digital fun count, sedangkan kelompok kontrol mengikuti pembelajaran konvensional. Data dikumpulkan melalui observasi dan tes unjuk kerja (performance test), kemudian dianalisis menggunakan uji Mann-Whitney U Test dengan bantuan program SPSS versi 25. Hasil penelitian menunjukkan bahwa kemampuan berhitung anak pada kelompok eksperimen mengalami peningkatan yang lebih tinggi dibandingkan kelompok kontrol. Rata-rata nilai pretest kelompok eksperimen meningkat dari 11,33 menjadi 14,67 pada posttest, sedangkan kelompok kontrol meningkat dari 10,36 menjadi 13,55 . Hasil uji hipotesis menunjukkan nilai Asymp. Sig. (2-tailed) sebesar 0,019 \u003C 0,05, sehingga H₀ ditolak dan Hₐ diterima. Dengandemikian, dapat disimpulkan bahwa game digital fun count berpengaruh positif dan signifikanterhadap kemampuan berhitung anak usia 5–6 tahun. Hasil penelitian juga menunjukkan bahwa pembelajaran berbasis game digital mampu menciptakan pengalaman belajar yanglebih aktif, menarik, dan bermakna.  \nKata Kunci: fun count, kemampuan berhitung, anak usia dini, numerasi, anak usia 5–6 tahun.  \nABSTRACT  \nThis study aims to analyze the effect of the Fun Count Digital Game on the numeracy skills of children aged 5–6 years. The study was motivated by the fact that some children still experience difficulties in understanding basic numeracy concepts, such as sequencing numbers, matching number symbols with quantities, and performing simple addition and subtraction. One factor contributing to this condition is the limited availability of learning media that are engaging and appropriate for the characteristics of early childhood learners. Therefore, an innovative technology-based learning medium is needed to enhance children's engagement and learning motivation. This study employed a quantitative approach using a quasiexperimental method with a Nonequivalent Control Group Design. The research sample consisted of 26 children aged 5–6 years, divided into two groups: 15 children in the experimental group and 11 children in the control group. The experimental group received  \ntreatment through the use of the Fun Count Digital Game, while the control group participated in conventional learning activities. Data were collected through observation and performance tests and were analyzed using the Mann–Whitney U Test with the assistance ofSPSS version 25. The results showed that the numeracy skills of children in the experimental group improved more significantly than those in the control group. The average pretest score ","cbCaivna75Ec6mxH","https://ap.wps.com/l/cbCaivna75Ec6mxH","pdf",891999,20,"Indonesian","# Pendahuluan\n## Pendidikan Anak Usia Dini (PAUD) dan aspek perkembangan\n## Perkembangan kognitif dan kebutuhan stimulasi\n# Abstrak\n## Tujuan penelitian dan latar belakang\n## Metode dan rancangan penelitian\n## Hasil dan kesimpulan","[{\"question\":\"Apa tujuan penelitian tentang game digital Fun Count ini?\",\"answer\":\"Penelitian bertujuan menganalisis pengaruh penggunaan game digital Fun Count terhadap kemampuan berhitung anak usia 5–6 tahun.\"},{\"question\":\"Metode penelitian apa yang digunakan?\",\"answer\":\"Penelitian menggunakan pendekatan kuantitatif dengan desain Quasi Experimental Nonequivalent Control Group Design, melibatkan 26 anak usia 5–6 tahun.\"},{\"question\":\"Apa hasil uji hipotesis dan kesimpulannya?\",\"answer\":\"Hasil uji menunjukkan Asymp. Sig.(2-tailed)=0,019 \\u003c 0,05 sehingga H0 ditolak dan Ha diterima. Game digital Fun Count berpengaruh positif dan signifikan terhadap kemampuan berhitung.\"}]","Pengaruh Game Digital Fun Count Terhadap Kemampuan Berhitung Anak Usia 5–6 Tahun | PDF",31]