Rio Korio Utoro, Putri Ilyassani, Benedicta Butarbutar, Fathari Zain Hardianto, M. Usda
{"title":"基于单片机的智障儿童互动动物介绍游戏“MARGA”中有形交互的实现","authors":"Rio Korio Utoro, Putri Ilyassani, Benedicta Butarbutar, Fathari Zain Hardianto, M. Usda","doi":"10.25124/ijait.v7i01.5981","DOIUrl":null,"url":null,"abstract":"According to the interview results with the headmaster of Autism Pelita Hafidzh Bandung Special School, children with intellectual disabilities have learning limitations, including difficulty remembering, quickly forgetting, being distracted, having little interest, and IQ below the average of normal children. Therefore, the innovation of the MARGA game, an acronym for Multimedia Embedded Rig for Guided Assistant, was created using tangible interaction to assist these children in learning about animals. Technical testing was conducted twice, namely testing the suitability of tags and the speed of tag reading time, resulting in an average speed of reading RFID tags of 2,653 seconds. In addition to conducting beta testing on two children with intellectual disabilities at Autism Pelita Hafidzh Bandung Special School. Research shows that children with intellectual disabilities who have tried playing MARGA reach the learning target set by Autism Pelita Hafidzh Bandung Special School more quickly.","PeriodicalId":301335,"journal":{"name":"IJAIT (International Journal of Applied Information Technology)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Implementation of Tangible Interaction in Microcontroller-Based Interactive Animal Introduction Game “MARGA” for Intellectual Disability Children\",\"authors\":\"Rio Korio Utoro, Putri Ilyassani, Benedicta Butarbutar, Fathari Zain Hardianto, M. Usda\",\"doi\":\"10.25124/ijait.v7i01.5981\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"According to the interview results with the headmaster of Autism Pelita Hafidzh Bandung Special School, children with intellectual disabilities have learning limitations, including difficulty remembering, quickly forgetting, being distracted, having little interest, and IQ below the average of normal children. Therefore, the innovation of the MARGA game, an acronym for Multimedia Embedded Rig for Guided Assistant, was created using tangible interaction to assist these children in learning about animals. Technical testing was conducted twice, namely testing the suitability of tags and the speed of tag reading time, resulting in an average speed of reading RFID tags of 2,653 seconds. In addition to conducting beta testing on two children with intellectual disabilities at Autism Pelita Hafidzh Bandung Special School. Research shows that children with intellectual disabilities who have tried playing MARGA reach the learning target set by Autism Pelita Hafidzh Bandung Special School more quickly.\",\"PeriodicalId\":301335,\"journal\":{\"name\":\"IJAIT (International Journal of Applied Information Technology)\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-07-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IJAIT (International Journal of Applied Information Technology)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.25124/ijait.v7i01.5981\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJAIT (International Journal of Applied Information Technology)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.25124/ijait.v7i01.5981","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The Implementation of Tangible Interaction in Microcontroller-Based Interactive Animal Introduction Game “MARGA” for Intellectual Disability Children
According to the interview results with the headmaster of Autism Pelita Hafidzh Bandung Special School, children with intellectual disabilities have learning limitations, including difficulty remembering, quickly forgetting, being distracted, having little interest, and IQ below the average of normal children. Therefore, the innovation of the MARGA game, an acronym for Multimedia Embedded Rig for Guided Assistant, was created using tangible interaction to assist these children in learning about animals. Technical testing was conducted twice, namely testing the suitability of tags and the speed of tag reading time, resulting in an average speed of reading RFID tags of 2,653 seconds. In addition to conducting beta testing on two children with intellectual disabilities at Autism Pelita Hafidzh Bandung Special School. Research shows that children with intellectual disabilities who have tried playing MARGA reach the learning target set by Autism Pelita Hafidzh Bandung Special School more quickly.