RISKA DESTIANY, . (2023) PENGEMBANGAN MEDIA SCRABBLE GAMES UNTUK PENGUASAAN KELAS KATA BAGI SISWA HAMBATAN PENDENGARAN KELAS VIII DI SLBN HANDAYANI KABUPATEN SUKABUMI. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
ABSTRAK: Penelitian ini bertujuan untuk mengembangkan & menghasilkan produk berupa media pembelajaran yang diberi nama Scrabble Games dan dilengkapi dengan buku panduan penggunaan untuk penguasaan kelas kata bagi siswa hambatan pendengaran kelas VIII di SLBN Handayani Kabupaten Sukabumi. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development dengan model ADDIE yaitu Analysis, Design, Development, Implementation dan Evaluation. Pada tahap analysis, dilakukan observasi, assesmen serta wawancara dan didapatkan hasil bahwa siswa hambatan pendengaran kelas VIII mengalami kesulitan dalam penguasaan kelas kata karena kurangnya ketertarikan siswa pada materi tersebut, sehingga peneliti memberikan solusi agar pembelajaran lebih menarik dengan mengembangkan sebuah media pembelajaran yang sesuai dengan karakteristik dan motivasi belajar siswa hambatan pendengaran untuk penguasaan kelas kata. Pada tahap design, dilakukan perancangan media dan penyusunan strategi tes. Pada tahap development, dilakukan interpretasi spesifikasi desain kebentuk fisik serta dilakukan validasi terhadap media oleh ahli media, ahli hambatan pendengarann serta ahli materi dan didapatkan hasil rata-rata sebesar 90,6% termasuk dalam kategori sangat baik. Pada tahap implementation, dilakukan selama lima hari dan terdapat uji pre-test dengan hasil rata-rata 46,00 serta uji post-test dengan hasil rata-rata 98,5 termasuk kedalam kategori media layak digunakan. Berdasarkan data-data tersebut maka dapat di simpulkan bahwa media scrabble games layak digunakan sebagai media pembelajaran untuk penguasaan kelas kata bagi siswa hambatan pendengaran di SLBN Handayani Kabupaten Sukabumi. Kata kunci: Media Pembelajaran, Scrabble Games, Siswa Hambatan Pendengaran dan Kelas Kata. ABSTRACT: This study aims to develop & produce a product in the form of learning media called Scrabble Games. It has a user manual for mastery of word classes for class VIII students with hearing impairments at SLBN Handayani, Sukabumi Regency. The research method used in this study is Research and Development with the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. At the analysis stage, observations, assessments, and interviews were carried out, and the result was that students with hearing impairments in class VIII had difficulties in mastering word class because of the lack of students' interest in the material, so the researcher provided a solution in the form of developing learning media for word class mastery. At the design stage, media design and test strategies are developed. At the development stage, interpretation of the physical design specifications was carried out, and validation was carried out on the media by media experts, hearing impairment experts, and material experts and obtained an average result of 90.6%, which was included in the outstanding category. At the implementation stage, it was carried out for five days, and there was a pre-test with an average result of 46.00 and a post-test with an average mark of 98.5 included in the media suitable for use. Based on these data, scrabble games media is appropriate to be used as a learning medium for word class mastery for students with hearing impairments at SLBN Handayani, Sukabumi Regency. Keywords: Learning Media, Scrabble Games, Deaf Students, and Word Class
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1) Dr. Murni Winarsih, M.Pd 2) Dr. Mohammad Arif Taboer, M.Pd |
Subjects: | Pendidikan > Pendidikan Khusus Pendidikan > Media Pembelajaran |
Divisions: | FIP > S1 Pendidikan Luar Biasa |
Depositing User: | Users 20193 not found. |
Date Deposited: | 05 Sep 2023 06:10 |
Last Modified: | 05 Sep 2023 06:10 |
URI: | http://repository.unj.ac.id/id/eprint/41296 |
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