NUR KHAQIMATUL IZZA, . (2022) PENGEMBANGAN MEDIA PEMBELAJARAN SUKU KATA BERBASIS GAME ANDROID UNTUK SISWA HAMBATAN INTELEKTUAL SEDANG KELAS V SDLB NEGERI WIRADESA KABUPATEN PEKALONGAN. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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02 ABSTRAK & ABSTRACT.pdf Download (425kB) |
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03 LEMBAR PENGESAHAN SKRIPSI.pdf Download (609kB) |
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04 LEMBAR PERNYATAAN ORISINALITAS.pdf Download (525kB) |
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05 LEMBAR PERSETUJUAN PUBLIKASI.pdf Download (732kB) |
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06 LEMBAR MOTTO DAN PERSEMBAHAN.pdf Download (529kB) |
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07 KATA PENGANTAR.pdf Download (303kB) |
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08 DAFTAR ISI.pdf Download (434kB) |
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09 DAFTAR TABEL.pdf Download (196kB) |
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Abstract
Penelitian ini bertujuan mengembangkan media pembelajaran suku kata berbasis game android untuk membantu siswa hambatan intelektual dalam membaca permulaan menggunakan metode suku kata lembaga. Penelitian ini dilakukan di SDLB Negeri Wiradesa. Siswa yang terlibat dalam penelitian ini ada 8 siswa kelas V. Metode dalam penelitian ini adalah Reasearch and Development dengan menggunakan model Sugiono. Produk yang dikembangkan telah ditinjau oleh ahli media, ahli materi dan ahli disabilitas/hambatan intelektual. Tinjauan dari ahli media mendapat hasil 81,73 atau dapat diketegorikan baik. Media pembelajaran suku kata berbasis game android menunjukkan validasi ahli materi dengan skor 93,33 atau dapat dikategorikan menjadi sangat baik. Media pembelajaran suku kata berbasis game android menunjukkan validasi ahli hambatan intelektual dengan skor 97,71 atau dapat dikategorikan menjadi sangat baik. One to one evaluation yang diujikan kepada masing-masing siswa mendapat skor 88 atau dapat dikategorikan menjadi sangat baik. Jadi bisa disimpulkan bahwa hasil penelitian ini sudah dapat dimanfaatkan namun akan lebih sempurna jika dilakukan uji small group trial dan field trial agar lebih terlihat efektivitas dari media pembelajaran suku kata berbasis game android. ************************************************ This study aims to develop an android game-based syllable learning media to help students with intellectual disabilities in early reading using the institutional syllable method. This research was conducted at the Wiradesa State SDLB. There were 8 students involved in this study. The method in this study was Research and Development using the Sugiono model. The developed product has been reviewed by media experts, materials experts and disability/intellectual barrier experts. Reviews from media experts got 81,73 results or can be categorized good. The android game-based syllable learning media shows material expert validation with a score of 93,33 or can be categorized as very good. The android game-based syllable learning media shows expert validation of intellectual barriers with a score of 97,71 or can be categorized as very good. One to one evaluation that was tested on each student got a score of 88 or could be categorized as very good. So it can be concluded that the results of this study can be utilized, but it would be more perfect if a small group trial and field trial were carried out so that the effectiveness of the android game-based syllable learning media could be seen.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dr. Hartini Nara, M. Si ; 2). Marja, M.Pd |
Subjects: | Pendidikan > Pendidikan Khusus |
Divisions: | FIP > S1 Pendidikan Luar Biasa |
Depositing User: | PKL . |
Date Deposited: | 15 Oct 2024 03:00 |
Last Modified: | 15 Oct 2024 03:00 |
URI: | http://repository.unj.ac.id/id/eprint/51539 |
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