Aji, Aprillya Puspita and , Fatah Yasin Al Irsyadi, S.T., M.T (2021) Game Edukasi Pengenalan Budaya – Budaya Indonesia Berupa Baju Adat dan Makanan Khas Daerah Pada Anak Tunagrahita Di SLB BC Mitra Amanda Banyudono. Skripsi thesis, Universitas Muhammadiyah Surakarta.
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Abstract
BC Mitra Amanda Special School (SLB) is one of the special schools for children with special needs located in Banyudono. In this school, there are various kinds of children with special needs, such as deaf, mentally retarded, and disabled. This research was conducted on students with mild mental retardation. The obstacles faced by students with mild mental retardation in the learning process are the obstruction of their academic development. However, they are able to adapt themselves to the social environment and are able to develop their academic fields. Learning about Indonesian culture at SLB BC Mitra Amanda is very minimal, for example, only regional dances are taught in schools. Even though the introduction of Indonesian culture is very important for Indonesian students. So, the aim of this research is to make games as additional learning media that introduce traditional clothes and Indonesian specialties. The purpose of making this game is to increase children's interest in the learning process so that children can develop their academics. This research was conducted on eleventh grade mentally retarded persons who refer to the curriculum used by classroom teachers in the teaching process. The results of observations and interviews assisted by classroom teachers indicate that this application was made to accompany the learning process regarding the introduction of Indonesian cultures in the form of traditional clothes and regional specialties for students. This game was created using Construct 2 as the main software and is equipped with other supporting software. The final results of this study were obtained by trying a game made in front of the class and witnessed by teachers and principals of SLB BC Mitra Amanda. After that they can try this game themselves. This game was created to be a companion in the learning of students and provide other learning methods that can attract their interest in learning. So based on the questionnaire filled out by the teachers and principals, this game is worthy of being used as a companion in the learning process of the students.
Item Type: | Karya ilmiah (Skripsi) |
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Uncontrolled Keywords: | budaya Indonesia, construct 2, game edukasi, tunagrahita |
Subjects: | Q Science > QA Mathematics > QA76 Computer software T Technology > T Technology (General) |
Divisions: | Fakultas Ilmu Komunikasi dan Informatika > Teknik Informatika |
Depositing User: | APRILLYA PUSPITA AJI |
Date Deposited: | 09 Feb 2021 06:38 |
Last Modified: | 09 Feb 2021 06:38 |
URI: | http://eprints.ums.ac.id/id/eprint/88585 |
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