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
EFEKTIVITAS APLIKASI BACA SERU DAN ASYIK (BARUSIK) DALAM MENINGKATKAN KEMAMPUAN MENGENAL HURUF ABJAD PADA ANAK DISABILITAS INTELEKTUAL RINGAN Ningsih, Fedia Rahma; Taufan, Johandri; Zulmiyetri; Sri Handayani, Endang
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40111

Abstract

Especially for children with modest intellectual disabilities, the ability to recognize letters is a crucial first step in the development of early reading. Because of these constraints, learning materials must be tangible, visually appealing, and captivating. This study's primary goal was to show how the Fun and Fun Reading (BARUSIK) app can help kids with minor intellectual disabilities recognize alphabetic letters. Using an A-B-A design and the Single Subject Research (SSR) experimental method, a quantitative research methodology was employed. An 8-year-old girl in class II at Sungai Banyak State Special Needs School who had modest intellectual difficulties served as the study's subject. Observation was used to gather data, and a performance test was used as a research tool to gauge the child's proficiency in naming and displaying alphabet letters. Data analysis was then displayed graphically. The findings demonstrated that the child's ability stayed constant at 25% at the start of the baseline investigation (A1). In phase B of the intervention, the child's proficiency rises to 70%. The child's abilities continued to grow and stabilized at 90% at the end of the baseline testing (A2). Children with minor intellectual disabilities have been shown to benefit from the Fun and Exciting Reading Application (BARUSIK) in terms of their ability to recognize alphabetic letters. According to this study, children with modest intellectual disabilities should learn in special schools using application-based media.
ANALISIS KEBUTUHAN BELAJAR TERHADAP PENGGUNAAN MEDIA MATHFUN DALAM PEMBELAJARAN MATEMATIKA BAGI DISABILITAS INTELEKTUAL Jhozia, Vani Febri; Budi, Setia; Zulmiyetri; Syari Yuliana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40370

Abstract

This study aims to analyze the need to develop MathFun as a medium or tool for teaching mathematics, specifically addition and subtraction, to students with mild intellectual disabilities at SLBN 1 Pagaruyung. The background of this study is based on the difficulties students have in understanding concepts and maintaining focus during the mathematics learning process, particularly in addition and subtraction. The research method used was descriptive qualitative with a research and development approach at the stage of needs analysis as the initial stage of the research. The results of observations and interviews with classroom teachers showed that students with intellectual disabilities still face obstacles in improving their understanding of concepts and maintaining focus in learning, which is caused by limitations in the learning media or tools applied by teachers during the learning process. Thus, this study underlines the importance of developing android-based MathFun learning media to support mathematics learning for students with mild intellectual disabilities.