PUTRI ANDHINNI, . (2026) PENGGUNAAN GAME BASED LEARNING DALAM MENINGKATKAN KEMAMPUAN MENGENAL BANGUN DATAR PADA PESERTA DIDIK AUTISME KELAS III DI SLB PELITA HATI. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Tujuan dari penelitian ini adalah untuk meningkatkan kemampuan mengenal bangun datar pada peserta didik autisme melalui penggunaan game based learning. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan desain Kemmis dan McTaggart yang terdiri dari tiga tahapan yaitu perencanaan, tindakan dan observasi, refleksi. Penelitian dilaksanakan dalam dua siklus, dengan siklus I dan siklus II masing-masing terdiri dari 5 pertemuan. Subjek penelitian adalah 3 peserta didik autisme kelas III SLB Pelita Hati. Teknik pengumpulan data dilakukan melalui tes formatif, observasi, dan tes lisan. Analisis data kuantitatif dilakukan menggunakan teknik statistik deskriptif dan analisis data kualitatif menggunakan teknik analisis deskriptif. Hasil penelitian menunjukkan bahwa penggunaan game based learning dapat meningkatkan kemampuan mengenal bangun datar pada peserta didik autisme kelas III di SLB Pelita Hati. Hasil penelitian menunjukkan peningkatan nilai rata-rata kemampuan mengenal bangun datar dari 48,3 menjadi 86,6. Peserta didik juga menunjukkan antusiasme dan keterlibatan aktif selama pembelajaran berlangsung. Dengan demikian, game based learning terbukti efektif dalam meningkatkan kemampuan mengenal bangun datar pada peserta didik autisme. ***** This study aimed to improve the ability to recognize plane shapes among students with autism through the implementation of game-based learning. The research employed a Classroom Action Research (CAR) methodology with the Kemmis and McTaggart design, consisting of three stages: planning, action and observation, and reflection. The study was conducted over two cycles, with Cycle I and Cycle II each comprising five sessions. The research subjects were three third-grade students with autism at SLB Pelita Hati. Data collection techniques included formative tests, observations, and oral tests. Quantitative data analysis was conducted using descriptive statistical techniques, while qualitative data analysis employed descriptive analysis techniques. The findings indicated that the implementation of game-based learning effectively enhanced the ability to recognize plane shapes among third-grade students with autism at SLB Pelita Hati. The results demonstrated an increase in the average score for plane shape recognition ability from 48,3 to 86.6. Students also exhibited enthusiasm, active engagement, and improved social interaction throughout the learning process. Therefore, game-based learning proved to be effective in improving the ability to recognize plane shapes among students with autism.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Dr. Lalan Erlani, M.Ed ; 2). Drs. Bahrudun, M.Pd |
| Subjects: | Pendidikan > Penelitian Tindakan Kelas Pendidikan > Pendidikan Khusus |
| Divisions: | FIP > S1 Pendidikan Luar Biasa |
| Depositing User: | Putri Andhinni . |
| Date Deposited: | 10 Feb 2026 04:17 |
| Last Modified: | 10 Feb 2026 04:17 |
| URI: | http://repository.unj.ac.id/id/eprint/65212 |
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