Pengembangan Game 3D Mobile Edukasi untuk Membantu Proses Pembelajaran Pengenalan Benda bagi Anak Tunagrahita

Authors

DOI:

https://doi.org/10.29408/edumatic.v7i2.23856

Keywords:

education, 3D games, recognition of objects, mentally impaired

Abstract

Children with intellectual disabilities take a long time to understand things and find it difficult to concentrate. Conventional learning at school has not been able to make children with intellectual disabilities focus on education, so learning objectives are not optimal. This research aims to produce educational mobile games in the form of 3D recognition of objects around the school that can help improve the learning process. The research method used is research and development (R&D), where in-game development uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research sample consisted of ten students in grades 5–6 of SD SLB Pelita Hati Pekanbaru. The research instruments are Learning Object Review Instrument (LORI) validation sheets for media and material experts and user satisfaction sheets. Media and material experts validate game feasibility testing and the analysis of the user satisfaction questionnaire. The results showed that object recognition games for children with intellectual disabilities are very valid, motivating, exciting, and increase the concentration of students with intellectual disabilities so as to improve the learning process. Thus, 3D mobile object recognition educational games can be used as an alternative learning medium for children with intellectual disabilities.

References

Agarwal, A., & Singh, Y. P. (2012). Computer Gaming for Children With Mental Retardation. Spectrum: A Journal of Multidisciplinary Research, 1(8), 2278‐0637.

Apriliawan, P. A., & Parmiti, D. P. (2021). Improve Students’ Numeracy Skills Using Learning Videos. International Journal of Elementary Education, 5(2), 256–267. https://doi.org/10.23887/ijee.v5i2.34774

Arif, F. K. M., Zubir, N. Z., Mohamad, M., & Yunus, M. M. (2019). Benefits and challenges of using game-based formative assessment among undergraduate students. Humanities and Social Sciences Reviews, 7(4), 203–213. https://doi.org/10.18510/hssr.2019.7426

Barrington, E. (2004). Teaching to student diversity in higher education: how Multiple Intelligence Theory can help. Teaching in Higher Education, 9(4), 421–434. https://doi.org/10.1080/1356251042000252363

Bassiouni, D. H., Hackley, C., & Meshreki, H. (2019). The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games. Information Technology and People, 32(6), 1376–1396. https://doi.org/10.1108/ITP-11-2017-0375

Bolat, Y. I., & Taş, N. (2023). A meta-analysis on the effect of gamified-assessment tools’ on academic achievement in formal educational settings. Education and Information Technologies, 28(5), 5011–5039. https://doi.org/10.1007/s10639-022-11411-y

Christina, E., & Wibowo, M. (2023). Media Pembelajaran Perilaku Hidup Bersih dan Sehat menggunakan Metode Gamifikasi berbasis Website. Edumatic: Jurnal Pendidikan Informatika, 7(1), 131–140. https://doi.org/10.29408/edumatic.v7i1.17463

David, D., Tendra, G., Susanti, W., Gusrianty, G., & Oktarina, D. (2023). Media Pembelajaran Kimia menggunakan Mobile Learning berbasis Android. Edumatic: Jurnal Pendidikan Informatika, 7(1), 69-78. https://doi.org/10.29408/edumatic.v7i1.13000

Fidrayani, F., Syafrida, R., & Melodyana, P. A. (2020). Increased Numeracy Skills of Children with Snakes and Ladders Game. Journal of Early Childhood Education (JECE), 2(1), 62–72. https://doi.org/10.15408/jece.v2i1.14971

Giana, G. J., & Jamaluddin, J. (2019). Pengembangan media pembelajaran berbasis video tutorial mata pelajaran dasar desain grafis pada kelas X multimedia di SMK Negeri 1 Sakra. Edumatic: Jurnal Pendidikan Informatika, 3(1), 20-29. https://doi.org/10.29408/edumatic.v3i1.1390

Hasan, S. H., & Larumbia, L. (2021). Kelayakan Media Pembelajaran Praktikum Fisika Teknik Menggunakan Video Tutorial. Edumatic: Jurnal Pendidikan Informatika, 5(2), 271-277. https://doi.org/10.29408/edumatic.v5i2.4139

Hermawan, D. P., Herumurti, D., & Kuswardayan, I. (2017). Efektivitas Penggunaan Game Edukasi Berjenis Puzzle, RPG dan Puzzle RPG Sebagai Sarana Belajar Matematika. JUTI: Jurnal Ilmiah Teknologi Informasi, 15(2), 195. https://doi.org/10.12962/j24068535.v15i2.a663

Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T. (2009). Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of computer assisted learning, 25(4), 332-344. https://doi.org/10.1111/j.1365-2729.2009.00316.x

Irawan, U., & Wirasasmita, R. H. (2019). Media Pembelajaran Video Tutorial Interaktif Berbasis Adobe Flash Pada Mata Kuliah Pemrograman Dasar. Edumatic: Jurnal Pendidikan Informatika, 3(2), 84-90. https://doi.org/10.29408/edumatic.v3i2.1654

Istighfarah, Y., & Ngayuningtyas, P. (2017). Peningkatan Kemampuan Berhitung Siswa Tunagrahita Sedang Kelas Viii Melalui Media Ular Tangga Di Smp Inklusi Tpa Jember. SPEED Journal : Journal of Special Education, 1(1), 23–27.

Khaleghi, A., Aghaei, Z., & Mahdavi, M. A. (2021). A gamification framework for cognitive assessment and cognitive training: qualitative study. JMIR serious games, 9(2), e21900. https://doi.org/10.2196/21900

Kustawan, D. (2016). Psikologi Anak Luar Biasa. Jakarta: PT Luxima Metro Media.

Leacock, T. L., & Nesbit, J. C. (2007). A Framework for Evaluating the Quality of Multimedia Learning Resources. Educational Technology & Society, 10, 44–59. https://doi.org/10.1017/CBO9781107415324.004

Mardhotillah, H., & Rakimahwati, R. (2021). Pengembangan Game Interaktif Berbasis Android untuk Meningkatkan Kemampuan Membaca Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(2), 779–792. https://doi.org/10.31004/obsesi.v6i2.1361

Martins, P. R. de O., Negri, R. G., Formiga, J. K. S., Bardini, V. S. dos S., Dos Santos Galvão, A. L., & Bressane, A. (2022). Adaptive teaching based on gamification: a pedagogical strategy for formative assessment in higher education. Educação Online, 17(39), 42–58. https://doi.org/10.36556/eol.v17i39.956

Mayer, R. E. (2016). Cognitive Theory of Multimedia Learning (pp. 31–48). https://doi.org/10.1017/CBO9780511816819.004

Mulyati, S. (2023). Serious Game to Training Focus for Children with Attention Deficit Hyperactivity Disorder: “Tanji Adventure to the Diamond Temple.” Khazanah Informatika : Jurnal Ilmu Komputer Dan Informatika, 9(1), 20–31. https://doi.org/10.23917/khif.v9i1.18393

Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9), 1–23. https://doi.org/10.3390/computers12090177

Novayani, W. (2022). Learning Impact Role Playing Game Edukasi Terhadap Motivasi Belajar Sejarah Siswa. Jurnal Komputer Terapan, 8(1), 94–102. https://doi.org/10.35143/jkt.v8i1.5365

Novayani, W., & Sasmita, H. (2020). Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja. Edumatic: Jurnal Pendidikan Informatika, 4(2), 146–154. https://doi.org/10.29408/edumatic.v4i2.2683

Novayani, W., Ramadhani, S. R., & Hartono, I. (2021). Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan. Edumatic: Jurnal Pendidikan Informatika, 5(2), 315–324. https://doi.org/10.29408/edumatic.v5i2.4196

Patmanthara, S., Yuliana, O. D., Dwiyanto, F. A., & Wibawa, A. P. (2019). The use of ladder snake games to improve learning outcomes in computer networking. International Journal of Emerging Technologies in Learning, 14(21), 243–249. https://doi.org/10.3991/ijet.v14i21.10953

Ranuharja, F., Ganefri, G., Fajri, B. R., Prasetya, F., & Samala, A. D. (2021). Development of Interactive Learning Media Edugame Using Addie Model. Jurnal Teknologi Informasi Dan Pendidikan, 14(1), 53–59. https://doi.org/10.24036/tip.v14i1.412

Rezayi, S., Tehrani-Doost, M., & Shahmoradi, L. (2023). Features and effects of computer-based games on cognitive impairments in children with autism spectrum disorder: an evidence-based systematic literature review. BMC Psychiatry, 23(1), 1–32. https://doi.org/10.1186/s12888-022-04501-1

Saputra, V. H., Darwis, D., & Febrianto, E. (2019). Rancang Bangun Aplikasi Game Matematika Untuk Penyandang Tunagrahita Berbasis Mobile. Computatio : Journal of Computer Science and Information Systems, 3(2), 116. https://doi.org/10.24912/computatio.v3i2.6033

Spatioti, A. G., Kazanidis, I., & Pange, J. (2022). A Comparative Study of the ADDIE Instructional Design Model in Distance Education. Information (Switzerland), 13(9), 1–20. https://doi.org/10.3390/info13090402

Ulumudin, febri nur, & Sujatmiko, B. (2023). Pengembangan Media Pembelajaran Berbasis Game Edukasi Running Maze Untuk Meningkatkan Kompetensi Memprogram Siswa Pada Mata Pelajaran Pemrograman Dasar. Jurnal IT-EDU, 8(2), 1–8.

Wiratmoko, G., & Chamsudin, A. (2020). Efektifitas Game Edukasi Mengenal Benda di Lingkungan Sekitar Sebagai Upaya Penanaman Kemandirian Belajar Untuk Siswa Tunagrahita Berbasis Android (Doctoral dissertation, Universitas Muhammadiyah Surakarta).

Downloads

Published

2023-12-20