{"title":"移动教育游戏对轻无语儿童算术学习过程的影响","authors":"Wenda Novayani, Shumaya Resty Ramadhani, Irvandy Hartono","doi":"10.29408/edumatic.v5i2.4196","DOIUrl":null,"url":null,"abstract":"The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.","PeriodicalId":314771,"journal":{"name":"Edumatic: Jurnal Pendidikan Informatika","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan\",\"authors\":\"Wenda Novayani, Shumaya Resty Ramadhani, Irvandy Hartono\",\"doi\":\"10.29408/edumatic.v5i2.4196\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.\",\"PeriodicalId\":314771,\"journal\":{\"name\":\"Edumatic: Jurnal Pendidikan Informatika\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-12-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Edumatic: Jurnal Pendidikan Informatika\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29408/edumatic.v5i2.4196\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Edumatic: Jurnal Pendidikan Informatika","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29408/edumatic.v5i2.4196","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
对于智障学生(MDS)来说,学习数数的困难不仅是因为他们的智力低于普通学生的平均水平,难以集中注意力,而且还因为所提供的材料缺乏刺激和理论。本研究的目的是观察蛇梯手游对智障学生在计数学习过程中计数能力和速度的影响。本研究的数据收集技术是对教师的访谈,用户接受测试(UAT)问卷来衡量游戏,以及总结论文问题形式的研究工具。研究方法采用一组前测后测的实验方法。研究对象为Pelita Hati Special School (SLB PH)的四名智障学生。数据分析比较了成绩获取、学生在测试前和测试后答题所花费的时间以及UAT数据分析。结果表明,与未玩该游戏前相比,该游戏提高了MDS对计数学习的兴趣,改善了学习效果,提高了学生在SLB PH下学习计数的速度。因此,蛇梯教育类手游对MDS的计数学习过程具有正向影响。
Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan
The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.