Lalan Erlani
Universitas Negeri Jakarta

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Journal : Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa

Adaptive Media Based on The Game “Maze Marbles” to Improve Concentration in ADHDStudents Lestari, Virgiana Ajeng; Erlani, Lalan; Bagaskorowati, Riana
Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa Vol 11, No 1 (2024): July
Publisher : Department of Special Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um029v11i12024p%p

Abstract

This study aims to produce a product in the form of adaptive media based on the maze marbles game which will be used as a means of increasing student Attention Deficit Hyperactivity Disorder (ADHD). This research method uses the Research and Development method approach or is referred to as an innovative work research method with a research design for the development of maze marbles media using the 4D development model by Thiagarajan. The results of this study indicate that the development of adaptive media based on the maze marbles game has gone through the stages of the development process and product feasibility trials get an overall average value from the recapitulation of experts with an assessment score of 107 with a percentage of 82.30% and included in the very good category. It can be concluded that the development of adaptive media based on the maze marbles game is urgently needed as a means of supporting media and learning media, especially for students with indications of ADHD. However, the validity of increasing the ability of students needs to be carried out in stages and carried out repeatedly so that the expected ability development can be seen.
Role-Playing Method to Improve Mathematics Learning Outcomes for Mildly Intellectually Disabled Students Radhiyya, Hana Rabby; Erlani, Lalan; Jaya, Indra
Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa Vol 12, No 1 (2025): July
Publisher : Department of Special Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um029v12i12025p%p

Abstract

This classroom action research aims to improve mathematics learning outcomes on the topic of currency fractions of 500, 1000, and 2000 for eighth grade students with mild intellectual disabilities by applying the role-playing method. The sample in this study consisted of 5 students with mild intellectual disabilities from Class VIII at SLB BC Nurasih Bintaro. The research employed a classroom action research method using the Kemmis and McTaggart model. Data were collected through tests, which were analyzed quantitatively, and non-test techniques (observation, interviews, and documentation), which were analyzed qualitatively. The results showed that the average mathematics learning outcome on the initial ability test was 64. In Cycle I, the students’ average score increased by 14 percent to 78. In Cycle II, the average score rose again to 85. These results indicate that the role-playing method can be considered an effective effort to improve mathematics learning outcomes on the topic of currency fractions for students with mild intellectual disabilities.