2019
DOI: 10.24912/computatio.v3i2.6033
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Rancang Bangun Aplikasi Game Matematika Untuk Penyandang Tunagrahita Berbasis Mobile

Abstract: Mentally disabled is the condition of a person experiencing mental retardation. This situation results in a person experiencing barriers in one or more basic psychological processes include the use of oral and written language problems. Based on interviews with SD SLB teachers, mental disabled in numeracy learning more interested in learning media audio visual because students more enthusiastic and enjoyed the learning process. This research designs and develops learning media form of educational games for the… Show more

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Cited by 11 publications
(10 citation statements)
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“…The goal is to make it easier for students to access SIMAK in terms of the information they need and to facilitate students in taking courses through a better-designed mobile SIMAK prototype that is visually appealing and user-friendly, thus reducing difficulties for students in accessing SIMAK on their smartphones. [7].…”
Section: A the Research Objectmentioning
confidence: 99%
“…The goal is to make it easier for students to access SIMAK in terms of the information they need and to facilitate students in taking courses through a better-designed mobile SIMAK prototype that is visually appealing and user-friendly, thus reducing difficulties for students in accessing SIMAK on their smartphones. [7].…”
Section: A the Research Objectmentioning
confidence: 99%
“…GDLC adalah panduan yang mengatur proses pembuatan game. Metode GDLC adalah metode pengembangan game awal hingga akhir yang terkonsepsi ide dan konsep game, hingga ke tahap akhir saat game diinstal di perangkat Android atupun komputer [14], [15] 3.…”
Section: Gambar 1 Kerangka Penelitianunclassified
“…Salah satu solusi yang diusulkan adalah penggunaan game based learning (GBL) atau game edukasi, sebagai media pembelajaran yang diharapkan dapat memberikan dorongan positif dalam proses pembelajaran, membantu siswa tunagrahita belajar dengan lebih mandiri, dan meningkatkan konsentrasi mereka tanpa tergantung pada bimbingan guru GBL melakukan pendekatan dengan menyampaikan pembelajaran melalui permainan. GBL merupakan media pembelajaran yang diyakini mampu membuat siswa konsentrasi (Mulyati, 2023), memotivasi siswa untuk (Bassiouni et al, 2019;Khaleghi et al, 2021;Martins et al, 2022;Novayani, 2022;Saputra et al, 2019;Spatioti et al, 2022). Selain itu, belajar melalui game membuat siswa senang dan tertarik (Novayani et al, 2021) dalam memainkannya, juga meningkatkan keterlibatan siswa dalam belajar (Arif et al, 2019;Bolat & Taş, 2023;Nadeem et al, 2023), dan dapat meningkatkan kemampuan siswa (Mardhotillah & Rakimahwati, 2021), membuat siswa lebih aktif (Ulumudin & Sujatmiko, 2023) dan meningkatkan kognitif siswa pada siswa autis (Rezayi et al, 2023).…”
Section: Pendahuluanunclassified