Zulmiyetri
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EFEKTIVITAS MEDIA SCRAPBOOK DALAM PEMBELAJARAN KETERAMPILAN MEMBUAT ONDE ONDE BAGI SISWA DISABILITAS INTELEKTUAL DI SEKOLAH LUAR BIASA Rizka Oktavia; Setia Budi; Zulmiyetri; Johandri Taufan; Mardatillah Zulpiani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33417

Abstract

This research os motivates by the problems found in SLB 1 Bukittinggi namely a class X SMALB intellectual disability student whose achievement in culluary vocational skills is not optimal. This study aims to determine the effectiveness of scrapbook media in optimizing culinary vocational skills in students eith intellectual disabilities. This study uses an experimental method eith a single subject research approach by implementing an A-B-A design. Data analysis is carried out with a visual approach presented through graphics, and techniques in data collection through observation accompanied by practice. Data obtained from the analysis of 12 meetings devided into 3 phases, namely basaline (A1), intervention (B), end basaline (A2). The results of this study in the (A1) basaline phase obtained a percentage of 41% rith 3 meetings. Furthermore , durinf the intervention phase there wa an increase in ability with a percentage of 61%, 83%, 85% 90% 90% 90% with 6 meetings after which the intervanetion was stopped. Followe by basaline (A2) whict yielded a 100% percentage result in there obersations. Thus, it cam be councluded that scarpbokk media can provide a positive contribution to improvinf the abilities of students with intellectual disabilities in learning culinary vocational skills.
Developing the "Permata" Educational Game Application to Enhance Currency Understanding for Students with Mild Disabilities at a Special Needs School in Sawahlunto Iswari, Mega; Ahmad Zikri; Yosa Nasti; Zulmiyetri
G-Couns: Jurnal Bimbingan dan Konseling Vol. 10 No. 01 (2026): January 2026, G-Couns: Jurnal Bimbingan dan Konseling
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/g-couns.v10i01.8492

Abstract

This study aims to develop and evaluate the PERMATA educational game application, a digital learning medium designed to enhance students' understanding of currency among those with mild intellectual disabilities at a YKB Special Needs School. The research adopted the Research and Development (R&D) methodology, following the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Media, material, and language experts assessed the application's validity. Practicality was tested with teachers and students, while effectiveness was measured using a pre-test and post-test design with 26 students to gauge improvement in their current comprehension. The validation results confirmed the application's high quality, with an average validity score of 92% (very valid). Practicality tests yielded scores of 93% from teachers and 95% from students (very practical). The effectiveness test demonstrated a significant increase in learning outcomes, with an average score of 85.8% (very effective), indicating that the application successfully improved students' understanding of currency. This study addresses a critical gap in special education by developing a tailored digital game that specifically targets financial literacy for students with mild intellectual disabilities. The PERMATA application is a novel, validated tool that serves as a viable, practical, and compelling interactive medium for enhancing essential life skills, making a significant contribution to inclusive, technology-driven education. Keywords: educational game, currency understanding, mild intellectual disability, special needs education