Game Edukasi Pengenalan Nominal Mata Uang Indonesia untuk Anak Disabilitas Intelektual Ringan Kelas V pada Sekolah Luar Biasa ABC Giri Wiyata Dharma Wonogiri

Dewangga, Kevin Vittorio and , Fatah Yasin Al Irsyadi, S.T., M.T (2023) Game Edukasi Pengenalan Nominal Mata Uang Indonesia untuk Anak Disabilitas Intelektual Ringan Kelas V pada Sekolah Luar Biasa ABC Giri Wiyata Dharma Wonogiri. Skripsi thesis, Universitas Muhammadiyah Surakarta.

[img] PDF (pernyataan publikasi)
Surat Publikasi Kevin.pdf
Restricted to Repository staff only

Download (315kB)
[img] PDF (Berita Acara Pendadaran Kevin)
berita acara pendadaran kevin vittorio.pdf
Restricted to Repository staff only

Download (115kB)
[img] PDF (Naskah Publikasi)
L200180182_Kevin Vittorio Dewangga_Skripsi Akhir.pdf

Download (2MB)

Abstract

Technology in the modern era is currently developing very rapidly, one of which is in the field of education which provides convenience in the teaching and learning process which can be seen in the creation of various software programs as learning aids. Especially for children with special needs such as deaf, mute, blind, autistic and mentally disabled. Mental disabled is a child whose intelligence is far below average, characterized by limited intelligence and limited inability to social interaction. Because students at SLB ABC Griya Wiyata Dharma Wonogiri still don't know the function and value of currency, an introduction to the Indonesian currency is needed. However, the learning method used at SLB ABC Griya Wiyata Dharma Wonogiri still uses conventional methods, causing students to get bored quickly. This can be made easier by implementing learning using interesting educational games, so students will easily get to know the Indonesian currency which is important for them in the future because when they grow up they will be independent and not easily deceived by sellers. This game will be developed with Construct 2 software. In this study using the GDLC (Game Development Cycle) method. In testing this research using 2 methods, namely blackbox and System Usability Scale, obtaining an average value of 83.92 so that it can be concluded that in making the Educational Game for Recognizing Indonesian Currency Nominals, it is in accordance with the needs of persons with intellectual disabilities at SLB ABC Giri Wiyata Dharma Wonogiri

Item Type: Thesis (Skripsi)
Uncontrolled Keywords: game,education,mentally disabled,Indonesian currency
Subjects: T Technology > TZ Technical Information > Software. Aplication
Divisions: Fakultas Ilmu Komunikasi dan Informatika > Teknik Informatika
Depositing User: KEVIN VITTORIO DEWANGGA
Date Deposited: 15 Aug 2023 04:47
Last Modified: 15 Aug 2023 04:47
URI: http://eprints.ums.ac.id/id/eprint/115637

Actions (login required)

View Item View Item