782 research outputs found

    PENGGUNAAN MEDIA EDUKATIF UNTUK MENINGKATKAN KEMAMPUAN BAHASA BAGI ANAK TUNARUNGU DI SLB YPLAB LEMBANG KABUPATEN BANDUNG BARAT

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    Anak tuna rungu adalah anak yang mengalami hambatan dalam pendengaran sehingga mengakibatkan kemampuan bahasanya terganggu. Kemampuan komunikasi sangat penting dalam suatu komunikasi. Dengan berbahasa orang dapat menyampaikan maksud tujuan dengan benar. Tetapi tidak dengan anak tunarungu. Dampak yang ditimbulkan dari kesulitan berbahasa anak akan terbatas dalam komunikasi, kesulitan pengucapan dan memahami arti, dll. Metode pengajaran yang kurang tepat juga bias menjadi faktor pemicu anak tunarungu kesulitan dalam berbahasa. Untuk itulah diperlukan suatu cara yang tepat agar anak tunarungu mampu meningkatkan kemampuan bahasa, sehingga anak tunarungu mampu melakukan komunikasi dan kemampuan bahasanya akan baik yaitu menggunakan media edukatif buku pop up. Metode yang digunakan dalam penelitian ini adalah metode deskriptif dengan pendekatan kualitatif dengan subjek anak tunarungu kelas 2 SDLB sebanyak 2 orang yang bersekolah di SLB YPLAB Lembang Kabupaten Bandung Barat. Hasil penelitian menunjukkan bahwa ada peningkatan dalam kemampuan bahasa anak tunarungu menggunakan media edukatif buku pop up dengan tema benda sekitarku. Subjek A mampu menyebutkan, mengucapkan dan mampu menjelaskan benda secara sederhana melalui buku pop up. Subjek B mampu menyebutkan dan melafalkan benda sesuai dengan yang adapada media buku pop up. Anak tunarungu harus terus dirangsang dalam kemampuan bahasa agar perbendaharaan bahasa anak banyak dan mampumelafalkan bahasa dengan benar

    PENGGUNAAN BUKU POP UP UNTUK MENINGKATKAN KEMAMPUAN BAHASA BAGI ANAK TUNARUNGU DI SLB YPLAB LEMBANG KABUPATEN BANDUNG BARAT

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    Anak tunarungu adalah anak yang mengalami hambatan pendengaran, sehingga mengakibatkan anak tunarungu kesulitan dalam berbahasa dan melakukan komunikasi dengan lawan bicaranya. Kemampuan bahasa merupakan salah satu bagian terpenting dalam berkomunikasi. Anak tunarungu adalah insan visual dan salah satu cara untuk meningkatkan kemampuan bahasa anak tunarungu yaitu dengan penggunaan media pembelajaran yang menarik. Salah satunya dengan penggunaan media edukatif yaitu buku pop up. Buku pop up merupakan sebuah buku yang memiliki bagian yang dapat bergerak atau memiliki unsur 3 dimensi berupa pembuatan mekanis kertas yang dapat membuat gambar tampak secara lebih berbeda baik dari sisi perspektif/dimensi, perubahan bentuk hingga dapat bergerak yang disusun sealami mungkin. Metode yang digunakan dalam penelitian ini berupa deskriptif dengan pendekatan kualitatif. Subyek dalam penelitian ini adalah anak 2 orang tunarungu kelas 2 SDLB di SLB YPLAB Lembang. Hasil dari penelitian bahwa dengan menggunakan buku pop up anak tunarungu mampu meningkatkan kemampuan bahasa. Hal tersebut dapat dilihat dari perbendaharaan kata anak tunarungu semakin meningkat, mampu mengucapkan dan menjelaskan kata secara sederhana. Dengan demikian media buku pop up mampu meningkatkan kemampuan bahasa pada anak tunarungu

    VIDEO GAME EDUKATIF TERHADAP KEMAMPUAN MENGENAL ANGGOTA TUBUH MANUSIA PADA ANAK TUNARUNGU KELAS I

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    ABSTRACTEducative video games recognizing the part of human body is a process of using thought and game mechanics to solve problems through computers that attract deaf children to learn. So that deaf children will be better able to pay attention and receive visual information learning through the relationship between the content of subject matter with the real world.The purpose of this study was to determine whether or not the effect of educative video games toward ability of recognizing the part of human body to deaf children of class I in SDLB-B Karya Mulia 1 Surabaya.This research uses quantitative approach of pre experimental research type and one group pre test – post test design. The statistic technique applied in data analysis was wilcoxon match pairs test. The data collection techniques were test and observationThe research result indicated that Zh = 2,66 was greater than critical value of Z table 5%, Zt = 1,96 (Zh> Zt) so Ho is rejected and Ha accepted. The use of educative video games significantly influences toward ability of recognizing the part of human body to deaf children of class I in SDLB-B Karya Mulia 1 Surabaya. Keywords : Educative video game, part of bod

    Analisis Media Permainan Puzzle Untuk Menunjang Literasi Penyandang Disabilitas Tunarungu Di TPQLB Spirit Dakwah Indonesia

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    Learning media is a medium that can be used by teachers to convey a message and can stimulate the mind, increase the enthusiasm, attention, and willingness of students so that they can motivate students in the learning process. One of the Learning media is a puzzle game. The puzzle game is used by TPQLB Spirit Dakwah Indonesia to support literacy for students with hearing impairments. The method used is descriptive qualitative. The sample in this study consisted of 9 informants consisting of 3 students with hearing impairments, 3 permanent teachers. 3 guardians of the students who were the guardians of the students who were used as informants. Data collection techniques use observation, interviews, and documentation. The data analysis technique uses the Miles and Huberman models, namely data reduction, data disply, and conclusion drawing/verification. The results of this study indicate that students with hearing impairments can be said to be literate. It can be seen that deaf students are able to write and read. Reading literacy includes reading volumes and asmaul husna. Writing literacy includes writing hijaiyah letters, writing Arabic numerals, writing calligraphy, writing fiqh material such as procedures for prayer and procedures for ablution

    PERMAINAN TEKA-TEKI SILANG BERGAMBAR TERHADAP PENGUASAAN KOSAKATA SISWA TUNARUNGU

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    ABSTRAKKesulitan komunikasi siswa tunarungu yang mengakibatkan terbatasnya penguasaan kosakata menimbulkan permasalahan komunikasi serta akan terganggunya proses pembelajaran dan penyampaian materi. Teka-teki silang salah satu permainan bahasa yang dapat digunakan untuk mengembangkan kemampuan kosakata. Tujuan penelitian ini untuk menguji pengaruh permainan teka-teki silang bergambar terhadap penguasaan kosakata siswa tunarungu. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian pre-eksperimental, dan rancangan penelitian one-group pretest-posttest design. Subjek dalam penelitian ini 9 siswa tunarungu kelas II di SDLB-B Karya Mulia, Surabaya. Teknik pengumpulan data berupa obeservasi dan tes, dan teknik analisis data menggunakan statistik non parametik dengan uji Wilcoxon. Berdasarkan hasil tes kemampuan penguasaan kosakata siswa tunarungu di SDLB-B Karya Mulia, ada pengaruh penerapan permainan teka-teki silang bergambar pada penguasaan kosakata siswa tunarungu. Dapat disimpulkan dari penelitian ini penggunaan permainan teka-teki silang bergambar dalam pembelajaran penguasaan kosakata siswa tunarungu memiliki pengaruh positif terhadap penguasaan kosakata siswa. Kata kunci : Teka-teki silang bergambar, Penguasaan Kosakata, Siswa Tunarungu.ABSTRACTCommunication difficulties deaf students have resulted in limited vocabulary will cause communication problems as well as the disruption of the learning process and delivery of learning materials. Crossword one language game that can be used to develop vocabulary skills. The purpose of this study was to examine the effect of crossword puzzle games on the mastery of vocabulary of deaf students. This research uses quantitative research approach with pre-experimental research type, and one-group pretest-posttest design. Subjects in this study 9 hearing impairment students of class II in SDLB-B Karya Mulia I Surabaya. Data collection techniques in the form of observation and test. While the technique of data analysis using non parametik statistic with Wilcoxon test. Based on test results vocabulary ability of deaf students in SDLB-B Karya Mulia, there is influence of the application of crossword puzzle game on the mastery of vocabulary of deaf students. Can be concluded from this research the use of crossword puzzle game with picture in learning mastery of vocabulary of deaf students has a positive influence on student vocabulary mastery. Keywords: crossword puzzle game with picture, vocabulary mastery, hearing impairment students

    PEMBELAJARAN TEKS DEBAT DENGAN E-FRONT TERINTEGRASI PADA SISWA TUNARUNGU DI KELAS INKLUSI SMA NEGERI 9 MALANG

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    Abstrak: Materi pembelajaran untuk peserta didik kelas X SMA berupa teks debat.Dalam pelaksanaannya direncanakan secara sistematis, sehingga peserta didik dapat memahami pembelajaran dengan baik, begitu juga dengan penilaian harus disusun sedemikian rupa supaya mencapai hasil yang diinginkan, yang memerlukan perencanaan, proses, dan penilaian dalam pembelajaran, karena pada umumnya anak inklusi ini merupakan anak istimewa yang dapat mengikuti pembelajaran siswa reguler. Tujuan penelitian ini adalah mendeskripsikan tentang perencanaan, pelaksanaan, dan penilaian pembelajaran teks debat bagi siswa tunarungu di SMAN 9 Malang. Subjek penelitian ini pada kelas X MIPA 5 yang terdapat anak inklusi jenis tunarungu ringan, siswa tersebut berinisial AH. Teks debat ini diajarkan oleh guru dengan gaya yang berbeda, karena pembelajaran ini dilakukan secara daring atau jarak jauh. Penelitian ini menggunakan teknik observasi, wawancara, dan dokumentasi hasil belajar. Metode yang digunakan oleh peneliti yakni metode deskriptif kualitatif. Hasil penelitian ini yaitu, perbedaan dari perencanaan, pelaksanaan, dan penilaian pembelajaran siswa inklusi dan reguler. Kata Kunci: pembelajaran, inklusi, teks deba

    The Use of Android Game to Improve Impaired Hearing Students Vocabulary Mastery

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    This study aims to analyze the use of android game to improve impaired hearing students vocabulary mastery at one of Special Schools in Padang City, Indonesia. This study used quantitative research method with Single Subject Research (SRR) approach, the research data was taken from one impaired hearing student through seventeen direct lessons using android game. All the data that the authors obtained were analyzed descriptively using visual graph analysis tools, this method of analysis is one of the techniques for analyzing Single Subject Research. The results of the study showed that the use of Android game as a learning media significantly improved the impaired hearing student vocabulary mastery. This increase in ability is proved by the initial test scores of the participants at a score of 10, 10, 20, 20, 20, this score is the score before learning by using android game. Furthermore, after the author did seven times direct treatment, it was found that the students’ scores increased to 40, 50, 70, 80, 70, 70, 70, even students were able to obtain final self-evaluation scores with a score of 50, 70, 100, 100, 100. The results of this study proved that the use of android gamehas succeeded in increasing the vocabulary mastery of impaired hearing student

    VIDEO GAME EDUKATIF TERHADAP KEMAMPUAN MENGENAL ANGGOTA TUBUH MANUSIA PADA ANAK TUNARUNGU KELAS I

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    ABSTRACTEducative video games recognizing the part of human body is a process of using thought and game mechanics to solve problems through computers that attract deaf children to learn. So that deaf children will be better able to pay attention and receive visual information learning through the relationship between the content of subject matter with the real world.The purpose of this study was to determine whether or not the effect of educative video games toward ability of recognizing the part of human body to deaf children of class I in SDLB-B Karya Mulia 1 Surabaya.This research uses quantitative approach of pre experimental research type and one group pre test – post test design. The statistic technique applied in data analysis was wilcoxon match pairs test. The data collection techniques were test and observationThe research result indicated that Zh = 2,66 was greater than critical value of Z table 5%, Zt = 1,96 (Zh> Zt) so Ho is rejected and Ha accepted. The use of educative video games significantly influences toward ability of recognizing the part of human body to deaf children of class I in SDLB-B Karya Mulia 1 Surabaya. Keywords : Educative video game, part of bod

    The Improvement of Beginning Reading Ability through Gleen Doman MethodOn Deaf Child in Group B at TKLB Kemala Bhayangkari 2 Gresik

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    Beginning reading is the basis and modal for student to learn various subjects of study in the next class. Not all deaf students can master the learning of beginning reading. It is because deaf children have slow response. Evidence is shown by deaf students in group B at TKLB Kemala Bhayangkari 2 Gresik that from six students, 50 % have difficulty in reading. It is shown at reading learning activity, where students have difficulty in recognizing letters, building letters become syllable and syllables become words.To deal with those matters this research uses Gleen Doman Method which intend to improve the beginning reading ability of deaf students in group B at TKLB Kemala Bhayangkari 2 Gresik.The approach of this research is Penelitian Tindakan Kelas or Class Measurement Research, with following steps: a) making measurement preparation, b) applying measurement, c) observation, d) reflection. This research is done in as many as 2 cycles. Cycle I results as much as 61,6 %, while cycle II results as much as 76,6 % and it has passed KKM which is stipulated as much as 75.From the result a conclusion is drawn that beginning reading learning through Gleen Doman method can improve early-start reading ability of deaf students in group B at TKLB Kemala Bhayangkari 2 GresikKeywords : Beginning Reading, Gleen Doman Method, Deaf Child
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