RANCANG BANGUN APLIKASI PENGENALAN HURUF ALFABET SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF UNTUK ANAK BERKEBUTUHAN KHUSUS TUNAGRAHITA RINGAN

Ajeng Giri Anjani, - (2022) RANCANG BANGUN APLIKASI PENGENALAN HURUF ALFABET SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF UNTUK ANAK BERKEBUTUHAN KHUSUS TUNAGRAHITA RINGAN. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk : (1) Membuat aplikasi pengenalan huruf alfabet (A-Z) sebagai media pembelajaran interaktif untuk siswa tunagrahita ringan (2) Mengetahui tingkat kelayakan aplikasi dengan memvalidasi hasil produk media (aplikasi pengenalan huruf alfabet) pada ahli media dan ahli materi. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC) versi Luther – Sutopo, yaitu dengan metodologi dalam pengembangan multimedia yang memiliki enam tahapan, yaitu concept (membuat konsep), design (mendesain produk), material collecting (pengumpulan bahan materi), assembly (pembuatan produk), testing (pengujian produk), dan distribution (pendistribusian produk). Selanjutnya, data diolah berdasarkan teori Skala Guttman. Hasil penelitian yang didapatkan yaitu : (1) Hasil penelitian berupa aplikasi sebagai media pembelajaran interaktif untuk siswa tunagrahita ringan (2) Kelayakan media pembelajaran interaktif berdasarkan ahli media dalam kualitas media masuk dalam kategori sangat baik dengan persentase 100%. Berdasarkan ahli materi kualitas materi masuk dalam kategori sangat baik dengan persentase 100%. Berdasarkan uji coba responden (siswa), media pembelajaran interaktif berbasis aplikasi ini masuk dalam kategori sangat baik dengan persentase 97,2% sehingga aplikasi ini layak digunakan untuk mendukung pembelajaran pengenalan huruf alfabet untuk anak tunagrahita ringan. ------------- This study aims to: (1) Create an application for recognizing letters of the alphabet (A-Z) as an interactive learning medium for students with mild mental retardation (2) Knowing the level of application feasibility by validating the results of media products (alphabet recognition applications) to media experts and material experts. The research method used is the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), with a methodology in multimedia development that has six stages, namely concept (creating a concept), design (product design), collecting material (collection of materials), assembly (product manufacture), testing (product testing), and distribution (product distribution). Furthermore, the data is processed based on the Guttman Scale theory. The research results obtained are: (1) The results of the study are in the form of applications as interactive learning media for mild mentally retarded students (2) The feasibility of interactive learning media based on media experts in media quality is in the very good category with a percentage of 100%. Based on material experts, the quality of the material is in the very good category with a percentage of 100%. Based on respondent (student) trials, this application-based interactive learning media is in the very good category with a percentage of 97.2% so that this application is suitable to be used to support learning the introduction of the alphabet letters for mild mentally retarded children.

Item Type: Thesis (S1)
Additional Information: ID SINTA Dosen Pembimbing : AYUNG CANDRA PADMASARI : 6130964 MAYA PURNAMA SARI : 6125027
Uncontrolled Keywords: Media Pembelajaran, Huruf Alfabet, Tunagrahita, Learning Media, Alphabet Letters, Mental Retardation.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
N Fine Arts > N Visual arts (General) For photography, see TR
T Technology > T Technology (General)
Divisions: UPI Kampus cibiru > S1 Pendidikan Multimedia
Depositing User: Ajeng Giri Anjani
Date Deposited: 26 Sep 2023 02:58
Last Modified: 26 Sep 2023 02:58
URI: http://repository.upi.edu/id/eprint/108109

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