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Pengembangan Multimedia Interaktif Berbasis Aplikasi Android Untuk Orangtua Dalam Intervensi Keterampilan Berbahasa Siswa Tunarungu Aminah Indriyati; Sujarwanto Sujarwanto
GRAB KIDS: Journal of Special Education Need Vol. 1 No. 2 (2021)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/gkjsen.v1i2.14406

Abstract

Hambatan kemampuan berbahasa siswa tunarungu berpengaruh terhadap banyak aspek kehidupannya. Pengaruh hambatan tersebut bisa diminimalkan dengan memberikan intervensi keterampilan berbahasa sedini mungkin, dalam hal ini peran orangtua yang paling utama.Namun kenyataannya sebagian besar orangtua belum melakukan intervensi keterampilan berbahasa saat berada di rumah.Terkait kondisi tersebut penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis aplikasi android bagi orangtua untuk intervensi keterampilan berbahasa siswa tunarungu. Penelitian ini menggunakan model pengembangan 4-D Thiagarajan meliputi define, design, develop dan disseminatedilaksanakan sampai tahap develop(pengembangan produk). Teknik pengumpulan datanya meliputi data proses pengembangan dengan teknik validasi ahli media dan ahli materi tunarungu. Kualitasdan kelayakanproduk ditentukan dari hasil analisis skor validasi ahli.Hasil dari validator media sebesar 4,2 dan validator materi sebesar 3,85. Setelah  dikonversikan dengan skor kategori kelayakan maka multimedia interaktif berbasis aplikasi android untuk orangtua dalam intervensi keterampilan berbahasa siswa tunarungu termasuk kategori “sangat layak” untuk media dan “layak” untuk materi. Sehingga media ini dapat digunakan orang tua untuk pendampingan intervensi pengembangan keterampilan berbahasa anak tunarungu secara kontinyu agar anak tunarungu dapat menggunakan bahasa lebih efektif di lingkungan rumahnya.   Kata Kunci: intervensi, keterampilan berbahasa, multimedia interaktif, orangtua tunarungu.
Pengembangan Media Permainan Edukatif Tebak Gambar Berbasis Android Untuk Meningkatkan Kemampuan Membaca Kata Siswa Tunarungu Riza Mahdalena; Sujarwanto Sujarwanto; I Ketut Budayasa
GRAB KIDS: Journal of Special Education Need Vol. 2 No. 2 (2022)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/gkjsen.v2i2.19082

Abstract

Penelitihan ini bertujuan untuk (1) menghasilkan produk pengembangan permainan edukatif tebak gambar berbasis android dalam meningkatkan kemampuan membaca siswa tunarungu, (2) memperoleh validasi produk pengembangan permainan edukatif tebak gambar berbasis android dalam meningkatkan kemampuan membaca siswa tunarungu. Pengembangan produk ini menggunakan desain model pengembangan Thiagarajan, S, Semmeln,D,S & Semmel M.I (1974) yaitu model pengembangan 4-D yang dimodifikasi menjadi 3-D (define, design dan develop). Instrumen pengumpulan data yang digunakan yaitu lembar angket ahli media dan ahli materi. Analisis data menggunakan uji statistik. Uji coba produk pengembangan pada pengguna (siswa tunarungu) belum dapat dilakukan karena kondisi pandemi COVID-19, sehingga untuk mengetahui kelayakan produk pada penelitian ini hanya dilakukan uji validitas oleh ahli materi dan ahli media. Berdasarkan hasil uji validitas diperoleh persentase validasi ahli media sebesar 89,5% termasuk dalam kategori sangat valid, dan validasi ahli materi diperoleh persentase sebesar 77,3% termasuk dalam kategori valid. Kata Kunci: Permainan Edukatif, Membaca, Tunarungu
Developing a Task Analysis-Based E-Book for Barista Vocational Training among Individuals with Intellectual Disabilities Tirza Dian; Asri Wijiastuti; Sujarwanto Sujarwanto
Journal of General Education and Humanities Vol. 5 No. 3 (2026): June
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i3.1678

Abstract

The participation of individuals with intellectual disabilities in the workforce remains relatively low due to limited access to adaptive vocational education and training programs. This study aimed to develop and evaluate a Task Analysis-based E-Book for barista vocational training designed to support vocational skill development among individuals with mild intellectual disabilities. The study employed a mixed-methods approach within the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development framework. Participants were seven individuals with mild intellectual disabilities aged 17–30 years enrolled at Destiny Learning Center Surabaya, selected through purposive sampling. Data were collected through expert validation sheets, practitioner practicality questionnaires, and a one-group pretest–posttest design. The results indicated that the developed E-Book achieved a high level of validity, receiving scores of 100% from the subject-matter expert, 94% from the media expert, and 92% from the special education expert. Practicality evaluation yielded a score of 84%, indicating that the E-Book was practical with minor revisions. Participants demonstrated consistent improvements in barista vocational skills, with an average N-Gain score of 0.622 (moderate category). Paired-samples t-test results showed a significant difference between pretest and posttest scores (p < 0.05). The findings suggest that the Task Analysis-based Barista Vocational E-Book is valid, practical, and has the potential to improve vocational skill performance among individuals with mild intellectual disabilities.
Empowering Elementary School Teachers through the Integration of Education for Sustainable Development (ESD) into the National Curriculum to Create Sustainable Schools Ricky Setiawan; Wulan Patria Saroinsong; Sujarwanto Sujarwanto; Zeni Zakia Zamania; Rifka Anisa Ummami; Moch. Naufal; Zinni Akmalia
Abimanyu : Jornal of Community Engagement Vol 7 No 1 (2026): February 2026 (In Press)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ESD (Education for Sustainable Development) is oneof the important approaches in realizing 21st century learning that isoriented towards sustainability. However, teachers at SD Labschool 2 UNESA still have limited understanding of integrating the concept of ESD into thenational curriculum. In addition, the unavailability of implementation guidelines andsystematic learning resources has resulted in suboptimal sustainability-based learning practices. Objective: This program aims to empower teachers in education management through the integration of Education for Sustainable Development (ESD) into the elementary school curriculum and the development of the ESD Connect platform as a collaborative tool to connect sustainable learning practices in schools. Methods: The method used in this study was the Project Action Plan (PAP), which was divided into three stages: (1) the preparation stage, (2) the implementation stage, and (3) the monitoring stage. Results: Based on the test results, the success rate for website creation was 100%, the participant attendance rate for the training was 86.67%, and the material delivery rate was 100%. Furthermore, based on observations, participants' ability to understand the material and fill in web content was considered good.Conclusion: These results show that the service program has been able to improve participants' ability to share and adopt best practices from other schools in sustainable education. Keywords: Teacher Empowerment; Education for Sustainable Development (ESD); National Curriculum.
Analysis of Language Disorders in the Deaf: Literature Review of Factors, Patterns, and Intervention Strategies Arista Widyawati; Kartika Kartika; Sujarwanto Sujarwanto
Jurnal ORTOPEDAGOGIA Vol 11, No 2 (2025): November (On Progress)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22025p15-18

Abstract

Language disorders in deaf people include difficulties in phonological production, syntactic structure, and vocabulary mastery, which are rooted in auditory perception limitations. This study uses a literature review method to analyze various language learning approaches designed for deaf people. The results of the review indicate that deaf people often experience sound deviations such as insertion, omission, and substitution of vowels and consonants. In addition, they face difficulties in constructing simple and complex sentences due to limited exposure to spoken language patterns. Vocabulary mastery is also a major challenge due to minimal hearing experience, although visual-based learning media have proven effective in helping them understand and remember new words. The study also highlights the importance of pragmatic aspects in language, where deaf people often have difficulty adjusting language use to certain social contexts. Various learning methods, such as the use of visual media (BISINDO videos, magic trees), demonstration methods, and interactive learning models such as Make A Match, have been shown to improve the language skills of deaf people. In addition, family involvement and educator training are key elements in successful learning. In conclusion, effective learning interventions should include a holistic approach, which not only improves technical language skills, but also social skills. With innovative learning strategies and ongoing support from families, educators, and communities, deaf people have great potential to overcome their language barriers.
Pengembangan Game Edukasi Multisensori Berbasis Android untuk Meningkatkan Kemampuan Menulis Permulaan Anak Cerebral Palsy Uswatun Khasanah; Sujarwanto Sujarwanto; Ainur Rifqi
Jurnal ORTOPEDAGOGIA Vol 11, No 2 (2025): November (On Progress)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22025p406-412

Abstract

Kemampuan menulis permulaan merupakan kompetensi dasar yang penting bagi anak, termasuk bagi anak Cerebral Palsy yang sering mengalami hambatan motorik halus dan koordinasi visuomotor. Kondisi tersebut menyebabkan proses menulis menjadi sulit dilakukan, sehingga diperlukan media pembelajaran yang adaptif dan multisensori. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan serta efektivitas Game Edukasi Multisensori “Tinta Ajaib” berbasis Android dalam meningkatkan kemampuan menulis permulaan anak Cerebral Palsy. Penelitian menggunakan metode Research and Development dengan model ADDIE melalui tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri dari enam anak Cerebral Palsy di SLB YPAC Surabaya. Kelayakan media dinilai oleh ahli media dan ahli materi, sedangkan kepraktisan dinilai oleh guru. Efektivitas diuji menggunakan desain One Group Pre-test– Post-test dan dianalisis melalui uji Wilcoxon. Hasil penelitian menunjukkan bahwa game edukasi yang dikembangkan berada pada kategori sangat layak (validasi ahli media 93,57% dan ahli materi 92,35%), serta sangat praktis menurut guru (86,66%). Selain itu, terdapat peningkatan signifikan kemampuan menulis permulaan setelah penggunaan aplikasi, dibuktikan dengan nilai Asymp. Sig = 0,024 (< 0,05) pada uji Wilcoxon. Temuan ini menunjukkan bahwa Game Edukasi Multisensori “Tinta Ajaib” efektif meningkatkan kemampuan menulis permulaan anak Cerebral Palsy, sekaligus memberikan solusi teknologi pembelajaran yang adaptif, menarik, dan inklusif.
Pengembangan Media Komik Digital untuk Meningkatkan Kemampuan Membaca Teks Sederhana Peserta Didik Disabilitas Intelektual Tri Sedya Silo Pratiwi; Endang Pudjiastuti Sartinah; Sujarwanto Sujarwanto
Jurnal ORTOPEDAGOGIA Vol 11, No 2 (2025): November (On Progress)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22025p%p

Abstract

Penelitian ini bertujuan mengembangkan media komik digital yang valid, praktis, dan efektif untuk meningkatkan kemampuan membaca teks sederhana pada peserta didik disabilitas intelektual ringan. Pendekatan Research and Development (R&D) dengan model ADDIE digunakan dalam penelitian ini. Subjek penelitian adalah enam peserta didik disabilitas intelektual ringan di SLB Negeri Cerme, Gresik. Data diperoleh melalui validasi ahli media dan materi, observasi, wawancara, serta tes pretest–posttest. Hasil validasi ahli menunjukkan media termasuk kategori “sangat layak” dengan skor 96%–100%. Uji efektivitas menggunakan N-Gain menghasilkan nilai rata-rata 0,73 (kategori tinggi) disertai peningkatan signifikan (p = 0,001). Komik digital terbukti meningkatkan motivasi, konsentrasi, dan kemampuan membaca teks sederhana secara bermakna. Media ini direkomendasikan sebagai alternatif pembelajaran membaca di sekolah luar biasa