THE IMPACT OF VIDEO GAMES ON READING ABILITY AS AN EARLY INDICATION OF DYSLEXIA
Keywords:
Kemampuan Membaca; Permainan Video; DisleksiaAbstract
The objectives of this study was conducted to know; physiological factors from the impact of playing video games on reading ability as an early indication of dyslexia, intellectual factors from the impact of playing video games on reading ability as an early indication of dyslexia, environmental factors from the impact of playing video games on reading ability as an early indication of dyslexia, and psychological factors from the impact of playing video games on reading ability as an early indication of dyslexia. This study used qualitative research with descriptive approach. Qualitative research involves the use of data collection techniques such as document analysis, observation, and interviews. Then analyzed using triangulation analysis techniques. The data analysis methodology for this study is based on the 'Reading Ability' model put forward by Lamb and Arnold in 1976. They emphasized that reading ability has four factors, namely physiological factors, intellectual factors, environmental factors, and psychological factors. The result showed that the impact of playing video games can cause a decrease in reading ability, this is due to physiological factors in which students experience problems with their vision. This may indicate early symptoms of dyslexia. The intellectual factor in playing video games has an impact on their intelligence abilities, however, if it is not balanced with the learning process carried out through written media it can cause problems in writing words which results in their understanding of letters interfering with their reading abilities. And if left untreated, this could indicate dyslexia. Environmental factors can have an impact on children playing video games which can lead to children's lack of reading ability which is at risk of being categorized as an early indication of dyslexia. Children's psychological factors resulting from playing games can cause children's motivation and interest in learning to read to decrease, this is because children's emotional stability is disturbed to the point that they can limit themselves in socializing with peer groups.
Keywords: Reading Ability, Video Games, Dyslexia
References
Fahrizal, Yanuar., & Irmawan, Hafizuddin S. (2023). The Quality of Life of Adolescents Experiencing Online Game Addiction During the COVID-19 Pandemic. Jurnal Keperawatan Indonesia, 26(1), 68-77. https://repository.unar.ac.id/jspui/handle/123456789/11321
Hermawan, Dheri., & Kudus, Wahid A. (2021). Peran Orang Tua Dalam Mencegah Anak Kecanduan Bermain Game Online di Era Digital. Jurnal Pendidikan Indonesia (Japendi), 2(5), 778-789. https://doi.org/10.36418/japendi.v2i5.171
Kurnada, Nada., & Iskandar, Rossi. (2021). Analisis Tingkat Kecanduan Bermain Game Online terhadap Siswa Sekolah Dasar. Jurnal Basicedu, 5(6), 5660-5670. https://doi.org/10.31004/basicedu.v5i6.1738
Lebho, Maria A., Lerik, M., Dinah C., Wijaya, R., Pasifikus Ch., & Littik, Serlie, K. A. (2020). Perilaku Kecanduan Game Online Ditinjau dari Kesepian dan Kebutuhan Berafiliasi pada Remaja. Journal of Health dan Behavior Science, 2(2), 202-212. https://doi.org/10.35508/jhbs.v2i3.2232
Novrialdy, Eryzal. (2019). Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya. Buletin Psikologi, 27(2), 148-158. https://doi.org/10.22146/buletinpsikologi.47402
Rahim, Farida. (2008). Pengajaran Membaca di Sekolah Dasar. Jakarta: Bumi Aksara.
Rahman, Abd., Munandar, Sabhayati A., Fitriani, Andi., Karlina, Yuyun., & Yumriani. (2022). Pengertian Pendidikan, Ilmu Pendidikan dan Unsur-Unsur Pendidikan. Al Urwatul Wutsqa: Kajian Pendidikan Islam, 2(1), 1-8. https://ojs3.unismuh.ac.id/index.php/alurwatul/article/view/7757
Rubin, Dorothy R. 1993. A Pratical Approach to Teaching Reading. (Second Edition). Boston: Allyn and Bacon.
Sukirno. (2009). Sistem Membaca Pemahaman Yang Efektif. Purworejo: UMP Press.
WHO. (1980). International Classification of Impairments, Disability, and Handicaps: A manual of classification relating to the consequences of desease.
WHO. (2012). Programme on mental health: WHOQOL user manual, 2012 revision.
WHO. (2018). Gaming Disorder.
Witruk, Evelin., & Wilcke, Arndt. (2010). Dyslexia - An Overview of Assessment and Treatment Methods. Buletin Psikologi, 18(2), 69-90.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Aa Qonaatun, Rifki Mulyana, Lia Amalia

This work is licensed under a Creative Commons Attribution 4.0 International License.