Penelitian ini bertujuan untuk menganalisis dampak gamifikasi berbasis permainan tradisional terhadap kesejahteraan psikologis anak di Lembaga Pembinaan Khusus Anak (LPKA) Kota Bengkulu. Penelitian ini menggunakan metode pre-eksperimental dengan desain One Group Pretest-Posttest. Subjek penelitian adalah anak-anak di LPKA Kota Bengkulu, dengan sampel sebanyak 30 anak binaan lapas (Anbinpas). Analisis data dilakukan melalui uji normalitas, uji homogenitas, dan uji t-test. Hasil analisis menunjukkan bahwa data pretest dan posttest berdistribusi normal serta memiliki varians yang homogen, sehingga dapat dibandingkan secara valid. Hasil penelitian mengungkapkan bahwa gamifikasi berbasis permainan tradisional memiliki pengaruh yang signifikan terhadap kesejahteraan psikologis Anbinpas di LPKA Kota Bengkulu. Berdasarkan perhitungan statistik, diperoleh nilai thitung sebesar -14.728, yang berada di luar daerah penerimaan H₀, yaitu -2.004 ≤ t_hitung ≤ 2.004. Dengan demikian, H₀ ditolak dan Hₐ diterima, yang menunjukkan bahwa gamifikasi berbasis permainan tradisional secara signifikan meningkatkan kesejahteraan psikologis anak binaan di LPKA Bengkulu Abstract This study aimed to analyze the impact of gamification based on traditional games on the psychological well-being of children at the Special Child Development Institution (LPKA) in Bengkulu City. The study employed a pre-experimental method with a One Group Pretest-Posttest design. The research subjects were children at LPKA Bengkulu, with a sample consisting of 30 juvenile inmates (Anbinpas).Data analysis was conducted using normality tests, homogeneity tests, and t-tests. The analysis results showed that the pretest and posttest data were normally distributed and had homogeneous variance, making them valid for comparison. The findings revealed that gamification based on traditional games had a significant effect on the psychological well-being of Anbinpas at LPKA Bengkulu. Based on statistical calculations, the tvalue obtained was -14.728, which was outside the acceptance region of H₀, namely -2.004 ≤ tvalue ≤ 2.004. Therefore, H₀ was rejected, and Hₐ was accepted, indicating that gamification based on traditional games significantly improved the psychological well-being of juvenile inmates at LPKA Bengkulu
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