Vol 14 No 3 (2023): September
Community Development Report

Implementation of Multimedia Learning Applications to Increase Understanding of Kirana Hati Bunda Tamiajeng Special School Students
Penerapan Aplikasi Pembelajaran Multimedia untuk Peningkatan Pemahaman Siswa Sekolah Luar Biasa Kirana Hati Bunda Tamiajeng


Endah Asmawati
Universitas Surabaya, Indonesia *
Heru Arwoko
Universitas Surabaya, Indonesia
Aniva Kartika
Universitas Surabaya, Indonesia

(*) Corresponding Author
Picture in here are illustration from public domain image or provided by the author, as part of their works
Published November 15, 2023
Keywords
  • special school,
  • multimedia learning application,
  • Hand gesture recognition
How to Cite
Asmawati, E., Arwoko, H., & Kartika, A. (2023). Implementation of Multimedia Learning Applications to Increase Understanding of Kirana Hati Bunda Tamiajeng Special School Students . Indonesian Journal of Cultural and Community Development, 14(3). https://doi.org/10.21070/ijccd.v14i3.983

Abstract

Kirana Hati Bunda Special School (SLB) is the only special school in Trawas District. This school has 19 students with special needs who come from several villages in Trawas District. The village fully bears operational costs, so the development of SLB has been quite slow. Due to limited funds, teachers are often unable to attend training to add skills and knowledge to the teaching and learning process. Teachers still have difficulties in compiling learning programs according to the different needs of students, innovating, and being creative in developing new learning media. Therefore, this program will provide training and assistance in planning, implementing, and evaluating learning for SLB Kirana Hati Bunda students. In addition, to meet the needs of teaching aids, learning applications will be made, training on application use and assistance in using multimedia learning applications with hand gesture recognition. Based on student learning results, it was found that the multimedia hand gesture recognition learning application made students more enthusiastic in learning, did not get bored of repeating exercises and the results were better when learning was done repeatedly. From two practice sessions on the same material there was a significant increase in scores

 

References

  1. T. Pratiwi Marpaung and D. Pasila Putra, “Peran Guru Dalam Mengembangkan Bakat Anak Berkebutuhan Khusus Di Sekolah Luar Biasa Restu Ibu Bukittinggi,” J. Pendidik. Tambusai, vol. 6, pp. 10034–10042, 2022, [Online]. Available: https://www.jptam.org/index.php/jptam/article/view/4011%0Ahttps://www.jptam.org/index.php/jptam/article/download/4011/3343.
  2. M. Irvan, “Urgensi Identifikasi dan Asesmen Anak Berkebutuhan Khusus Usia Dini,” J. ORTOPEDAGOGIA, vol. 6, no. 2, p. 108, 2020, doi: 10.17977/um031v6i22020p108-112.
  3. H. Cahyani, S. Hariyanto, S. Budisantoso, A. Helmy, and A. Muqit, “Pengadaan Mainan Edukatif Sebagai Media Terapi Untuk Anak Berkebutuhan Khusus Di Taman Kanak-Kanak Paud Al Fasha,” J. Pengabdi. Polinema Kpd. Masy., vol. 7, no. 2, pp. 153–156, 2020.
  4. M. Asip and U. N. Yogyakarta, Pentingnya Alat Permainan Edukatif Bagi Anak, no. July. 2023.
  5. T. D. W. Negara and Hanin Niswatul Fauziah, “Empowerment Edukatif Guru Paud Dalam Pembuatan Alat Permainan Edukasi Ramah Anak Inklusi Berorientasi Salingtemas,” WISDOM J. Pendidik. ANAK USIA DINI, vol. 03, no. 02, pp. 254–273, 2022.
  6. Sulistia, G. N. Ermawati, M. Fadhila, M. Z. N. Putranto, and Siti Faridah, “Pembuatan Dan Penerapan Mainan Edukasi (Puzzle) Untuk Stimulasi Kognitif Anak Berkebutuhan Khusus Di RSUD Ulin Banjarmasin,” PUSAKO J. Pengabdi. Psikol., vol. 01, no. 02, pp. 46–54, 2022.
  7. I. Setyaningsih, “Metode Permainan Sensorimotor terhadap konsentrasi belajar anak dengan hambatan kecerdasan kategori sedang,” J. Widia Ortodidaktika, vol. 6, no. 6, pp. 601–610, 2017.
  8. Megawati, G. Vernanda, and Rusnaili, “Meningkatkan Kemampuan Konsentrasi Anak Improving Intellectual Disability Children Concentration,” SNEED J. Pendidik. Khusus, vol. 1, no. 1, pp. 41–48, 2021.
  9. N. M. Suriadi, “Upaya Meningkatkan Konsentrasi dan Kemampuan Motorik Halus dengan Penggunaan Permainan Edukatif Meronce Pada Anak Tunagrahita Sedang di Kelas I SLB,” Indones. J. Instr., vol. 4, no. 2, pp. 124–132, 2023, doi: 10.23887/iji.v4i2.60572.
  10. N. F. Anwar, R. T. Mangesa, and U. S. Sidin, “Pengembangan Game Edukasi Pengenalan Angka Berbasis Unity Untuk Anak Berkebutuhan Khusus (ABK) Tunagrahita Di SLB Arnadya,” J. Mediat., vol. 4, no. 3, p. 105, 2021, doi: 10.26858/jmtik.v4i3.23697.
  11. Elsi Kumala Putri, L. Efriyanti, R. Okra, and H. A. Musril, “Perancangan Media Pembelajaran Game Edukasi Untuk Anak Berkebutuhan Khusus (Abk) Dengan Menggunakan Scratch Anak Autis Ringan Di Sekolah Luar Biasa (SLB) Amanah Bunda,” Indones. Res. J. Educ. J. Ilmu Pendidik., vol. 2, no. 3, pp. 1048–1058, 2022.
  12. Ferawati and F. H. Saputri, “Game Edukasi untuk Anak Tunagrahita Berbasis Android pada Materi Perkalian Berdasarkan Aspek Gender Equity dan Social Inclusion (GESI),” G-Tech J. Teknol. Terap., vol. 6, no. 2, pp. 127–135, 2022, doi: 10.33379/gtech.v6i2.1510.
  13. A. Z. Alwan, “Pengembangan Game Edukasi Sebagai Media Pembelajaran Bagi Anak Berkebutuhan Khusus Tuna Rungu,” Joined J. (Journal Informatics Educ., vol. 3, no. 1, p. 8, 2020, doi: 10.31331/joined.v3i1.1063.
  14. H. Arwoko, E. M. Yuniarno, and M. H. Purnomo, “Hand Gesture Recognition Based on Keypoint Vector,” in IES 2022 - 2022 International Electronics Symposium: Energy Development for Climate Change Solution and Clean Energy Transition, Proceeding, 2022, pp. 530–533, doi: 10.1109/IES55876.2022.9888333.
  15. A. Saepudin, “Pengembangan Model Fasilitasi Belajar Dalam Memperdayakan Masyarakat Pelaku Usaha Kecil,” J. Teknodik, pp. 136–155, 2018, doi: 10.32550/teknodik.v10i19.397.
  16. M. N. Pantasari and M. N. Romi, “Analisa Metode Partisipai Masyarakat Dalam Program Pembangunan Desa,” vol. 6, no. 3, p. 46, 2017, [Online]. Available: www.publikasi.unitri.ac.id.