Wiratmoko, Galih and , Ahmad Chamsudin, St. M.Eng (2020) Efektifitas Game Edukasi Mengenal Benda Di Lingkungan Sekitar Sebagai Upaya Penanaman Kemandirian Belajar Untuk Siswa Tunagrahita Berbasis Android. Skripsi thesis, Universitas Muhammadiyah Surakarta.
PDF (Naskah Publikasi)
NASKAH PUBLIKASI.pdf Download (735kB) |
|
PDF (Halaman Depan)
HALAMAN DEPAN.pdf Download (536kB) |
|
PDF (Bab I)
BAB I.pdf Download (305kB) |
|
PDF (Bab II)
BAB II.pdf Restricted to Repository staff only Download (343kB) | Request a copy |
|
PDF (Bab III)
BAB III.pdf Restricted to Repository staff only Download (759kB) | Request a copy |
|
PDF (Bab IV)
BAB IV.pdf Restricted to Repository staff only Download (591kB) | Request a copy |
|
PDF (Bab V)
BAB V.pdf Restricted to Repository staff only Download (284kB) | Request a copy |
|
PDF (Daftar Pustaka)
DAFTAR PUSTAKA.pdf Download (404kB) |
|
PDF (Lampiran)
LAMPIRAN.pdf Restricted to Repository staff only Download (580kB) | Request a copy |
|
PDF (Surat Pernyataan Publikasi)
SURAT PERNYATAAN PUBLIKASI ILMIAH.pdf Restricted to Repository staff only Download (224kB) | Request a copy |
Abstract
The introduction of objects in the environment for mentally retarded children is important to instill learning independence. However, in reality the process of recognizing objects in the environment is still limited and only done in manual form. It is against teachers in introducing objects in the environment around students who discuss the material presented. This study has three objectives namely to describe the development of educational games to recognize objects in the surrounding environment as an effort to improve the self-learning development of children with special needs: Android-based mental retardation students, describe the feasibility and describe the game effectiveness, find out, find out what is being sought, looking for children mentally disabled. The research subjects carried out this time were SLB teachers and mentally retarded students, while the object of this study was the material recognition of objects in the environment around mentally retarded students. The research method used in this study is the RnD method with the ADDIE development model. The research results obtained from this study are the development of an in-game program using the Construct 2.0 game engine software. The feasibility level of the Knowing Objects in the Neighborhood educational game gets results that are "very feasible" by media experts and " appropriate " by material experts. Meanwhile, the effectiveness of this educational game is seen from the approval of the average score of the four students, namely 70, and it can be agreed that it is effective. Based on the improvement in five aspects, namely time, concentration, motivation, student interaction and learning / evaluation outcomes in using this educational game, the educational game "Knowing Around Objects for mentally retarded children" can be said to be effective.
Item Type: | Karya ilmiah (Skripsi) |
---|---|
Uncontrolled Keywords: | game edukasi, mengenal benda, tunagrahita, android |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education |
Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika |
Depositing User: | GALIH WIRATMOKO |
Date Deposited: | 11 Jan 2021 01:11 |
Last Modified: | 11 Jan 2021 01:11 |
URI: | http://eprints.ums.ac.id/id/eprint/88318 |
Actions (login required)
View Item |