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Game Edukasi Siswa SLB Untuk Meningkatkan Literasi Matematika Berbasis Android Hasanuddin, Muhammad Hasrul; Indra Syahyadi, Asep; Darmatasia, Darmatasia; Ridwang, Ridwang
Jurnal INSYPRO (Information System and Processing) Vol 8 No 2 (2023)
Publisher : Prodi Sistem Informasi UIN Alauddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/insypro.v8i2.41134

Abstract

The research aims to develop and test the effectiveness of an Android-based educational game designed specifically for students of the Extraordinary School (SLB) in improving their mathematical literacy. Mathematical literacy is an essential skill that supports an individual's ability to understand, analyze, and apply mathematical concepts in everyday life. However, SLB students often face the challenge of acquiring a sufficient understanding of mathematics due to various barriers in their learning. This research methodology covers the stages of development of educational games designed in accordance with the characteristics of SLB students and the principles of effective mathematical learning. After the game was developed, the study involved a group of SLB students in a field experiment using a quasi-experimental approach with the control group. During a certain period, students from the experimental group participated in learning sessions using educational games, while students from control groups received conventional mathematical learning. The results of this study are expected to provide insight into the extent to which this Android-based educational game is effective in improving the mathematical literacy of SLB students. Furthermore, the research also has the potential to provide valuable input for further development of similar educational games that can be used as an inclusive learning tool for students with special educational needs. Increased mathematical literacy among SLB students can provide long-term benefits in preparing them to face the demands of mathematics in their later lives
PENDEKATAN BARU PENTERJEMAH BAHASA ISYARAT INDONESIA DINAMIS MENGGUNAKAN METODE GATE RECURRENT UNIT Setiaji, Haris; Indra Syahyadi, Asep; Afif, Nur; Ridwang
Jurnal INSYPRO (Information System and Processing) Vol 9 No 1 (2024)
Publisher : Prodi Sistem Informasi UIN Alauddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/insypro.v9i1.50395

Abstract

Indonesian Sign Language (BISINDO) and the Indonesian Sign Language System (SIBI) are forms of communication used by the deaf community in Indonesia. However, the use of BISINDO is considered less effective in the sign language translation system due to variations in body movements in each community. On the other hand, SIBI is considered more effective because it is an adaptation of American Sign Language (ASL) and has been officially recognized by the Indonesian government. This research aims to develop a deep learning-based sign language translation system to support communication with the deaf community using Indonesian Sign Language (SIBI). The research methodology involves acquiring a sign language data set, preprocessing the data using the Mediapipe library, training the model using Gated Recurrent Neural Networks (GRU), and evaluating model performance using the Confusion Matrix method. The test results show that the developed model succeeded in achieving an accuracy level of 94% in classifying SIBI sign language signs. This shows the potential of the system in assisting communication and increasing accessibility for deaf people who use Indonesian Sign Language. This research makes a significant contribution to technological developments aimed at improving the quality of life and social inclusion for the deaf community