Increasing Concentration of Attention Deficit Hyperactivity Disorder (ADHD) Students Through Gamification Learning Media in Indonesian Inclusion Elementary School

Adistyana Pitaloka Kusmawati, F. Fahrurrozi, Asep Supena
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Abstract

This study aims to determine the patterns of increasing concentration of Special Needs students in Indonesian Elementary Schools. Since these students often have difficulty understanding the educational process, gamification is considered an alternative to improve their learning outcomes and concentration in Elementary School. In this study, a descriptive-qualitative approach was implemented to describe the techniques used by the teacher to improve students’ learning concentration in the classroom. A total of 13 participants, consisting of 4 Elementary School teachers, 4 Special Needs students, 4 parents, and 1 inclusion institution principal, were observed and interviewed. Furthermore, data collection techniques included in-depth interviews, Focus Group Discussion (FGD), and classroom observation. The results showed that there was an increase in the concentration of ADHD students after using gamification media in the learning process. The parents of these students provided adequate support, and the principal’s policy recommended strengthening parental relationships and using gamification media. These results are expected to be useful for teachers and study experts interested in conducting various analyses on ADHD students.
游戏化学习媒体对印尼全纳小学注意缺陷多动障碍(ADHD)学生注意力集中的影响
本研究旨在确定印尼小学特殊需要学生日益集中的模式。由于这些学生通常难以理解教育过程,游戏化被认为是提高他们在小学学习成果和注意力的另一种选择。在本研究中,采用描述性定性方法来描述教师在课堂上提高学生学习注意力的技巧。共有13名参与者,包括4名小学教师、4名特殊需要学生、4名家长和1名融合机构校长。此外,数据收集技术包括深度访谈,焦点小组讨论(FGD)和课堂观察。结果表明,ADHD学生在学习过程中使用游戏化媒体后,注意力集中程度有所提高。这些学生的家长提供了充分的支持,校长的政策建议加强家长关系并使用游戏化媒体。这些结果有望对有兴趣对ADHD学生进行各种分析的教师和研究专家有所帮助。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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