Claim Missing Document
Check
Articles

Found 2 Documents
Search

Educational Game Development Based on Role Play Games for Students with Special Needs Retno Purwani Sari; Iqbal Yusuf Fadillah; Riki Buldan Al Hariri; Muhammad Indra Habibi; Raiswati Untsa Mega
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.445

Abstract

The study aims to develop an educational game that can support students with special needs to learn and be experienced in life. The selection of the type of Role Play Game is expected to attract these students to participate in the learning process. To create fun learning, the Role Play Game itself provides animations, interactions, and challenges. This study applied the Luther-Sutopo method for game developments. Using this method, the developments cover game interfaces and gameplay. The results highlight interfaces and gameplay enhance game performances. They offer these students minimal difficulties in working on tasks. Therefore, this interactive and motivating game may stimulate them to learn independently. In response to current special education challenges, this educational game development has answered the demand for providing relevant learning technology for students with special needs. The gameplay of this Role-Playing Game initiates the students to learn and achieve daily living skills namely decision-making and problem solving. As one of the basic priorities of democratic societies, the principle of equal education and life opportunities operates through the use of the educational game as a learning-teaching method. This educational game development based on Role-Playing Game itself may better serve students with special needs to have better education and better life opportunities.
Pengembangan Software Multimedia Mata Kuliah Laboratorium Pemrograman Dasar Untuk Mahasiswa Berkebutuhan Khusus Riki Buldan Al Hariri; Bella Hardiyana; Rani Puspita Dhaniawaty
Jurnal Inovasi dan Teknologi Pembelajaran Vol 8, No 3 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v8i32021p277

Abstract

Abstrak: Tujuan penelitian ini untuk menghasilkan aplikasi pembelajaran tentang mata kuliah laboratorium pemrograman dasar berbasis android. Fokus pada penelitian ini menghasilkan multimedia pembelajaran untuk meningkatkan pemahaman dan minat pada mahasiswa berkebutuhan khusus serta membuat alternatif pembelajaran yang menarik. Untuk mengembangkan aplikasi multimedia pembelajaran digunakan metode Lee dan Owens.  Penelitian ini bersubjek dari penelitian ini yaitu mahasiswa berkebutuhan khusus pada program studi sistem informasi UNIKOM mata kuliah laboratorium pemrograman dasar. Aplikasi ini diujikan pada   1 ahli media, 1 ahli materi,  1 ahli disabilitas serta 25 mahasiswa regular dan 5 mahasiswa berkebutuhan khusus. Hasil pengujian dari ahli media senilai 84%, ahli materi  80%, ahli disabilitas 79% serta respons mahasiswa MBK 81% dan mahasiswa regular sebesar 86%. Berdasarkan hasil pengujian, produk ini dapat dikatakan layak untuk digunakan.Abstract: The purpose of this research is to produce learning applications about basic android-based programming laboratory courses. The focus of this research is to produce learning multimedia to increase understanding and interest in students with special needs and to create interesting learning alternatives. To develop learning multimedia applications, the Lee and Owens method is used. The subjects of this study were students with special needs in the UNIKOM information systems study program for basic programming laboratory courses. This application was tested on 1 media expert, 1 material expert, 1 disability expert and 25 regular students and 5 students with special needs. The test results from media experts are 84%, material experts are 80%, disability experts are 79% and the response of MBK students is 81% and regular students are 86%. Based on the test results, this product can be said to be feasible to use.