Claim Missing Document
Check
Articles

Found 7 Documents
Search

PENGEMBANGAN GAME UNTUK TERAPI MEMBACA BAGI ANAK DISLEKSIA DAN DISKALKULIA agus purnomo; Intan Nur Azizah; Rudi Hartono; Hartatik Hartatik; Sahirul Alim Tri Bawono
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 8, No 2 (2017): JURNAL SIMETRIS VOLUME 8 NO 2 TAHUN 2017
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (399.696 KB) | DOI: 10.24176/simet.v8i2.1351

Abstract

Kesulitan belajar spesifik adalah suatu keadaan pada seorang anak yang mengalami ketidakmampuan dalam belajar, keadaan ini disebabkan gangguan proses belajar di dalam otak, yang dapat berupa gangguan persepsi (visual atau auditoris), gangguan dalam proses integratif atau gangguan ekspresif. Disleksia merupakan gangguan dalam kesulitan membaca dan Diskalkulia merupakan gangguan dalam kesulitan berhitung. Masalah muncul karena kurangnya perhatian terhadap anak yang mengalami kedua gangguan tersebut. Serta kurangnya pemahaman akan kedua gangguan tersebut terhadap anak dan belum adanya media khusus yang dapat dijadikan sebagai metode terapi terhadap kedua gangguan tersebut.Dari permasalahan diatas dibuat media pembelajaran sebagai terapi untuk anak yang mengalami gangguan dalam kesulitan membaca dan kesulitan berhitung. Media belajar yang cocok untuk menarik anak disleksia dan diskalkulia  adalah dalam bentuk aplikasi game.  Konsep permainan yang dikembangkan  adalah anak diajak untuk mengenal huruf dan angka serta dapat membedakannya juga. Kemudian anak diajak untuk menghafalkan huruf dan angka tertentu yang menurut mereka sulit untuk dihafalkan. Dan yang terakhir anak diajak untuk menjawab pertanyaan dan menghitung dengan soal matematika dasar.Pengembangan aplikasi game ini menggunakan metodologi analisa terhadap anak disleksia dan diskalkulia. Kemudian mencari konsep game yang cocok bagi anak disleksia dan diskalkulia. Konsep tersebut digunakan untuk menentukan dalam pembuatan desain game dan background untuk diimplementasikan di unity3d. Terakhir adalah building game pada perangkat dan testing untuk kelayakan game. Aplikasi game yang telah berhasil dibuat diberi nama game “Two Dis”. Hasil yang diharapkan dari Pembuatan game “Two Dis” berbasis android ini adalah dapat menjadi salah satu media terapi dan media pembelajaran baru bagi anak disleksia dan diskalkulia dengan metode bermain game.
DESIGNING A WEB-BASED ACHIEVEMENT MANAGEMENT INFORMATION SYSTEM Hartatik Hartatik; Suci Wulandari; Mega Suci W
International Journal of Multidisciplinary Research and Literature Vol. 2 No. 1 (2023): INTERNATIONAL JOURNAL OF MULTIDISCIPLINARY RESEARCH AND LITERATURE
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (595.57 KB) | DOI: 10.53067/ijomral.v2i1.96

Abstract

The development of technology is increasingly advanced, and increasingly entering the digital era, everything we need is made easier with technology. One is in the achievement management of each student by using the achievement management information system. This information system uses a development research method consisting of analysis, design, flow and factor design, implementation (coding) and trials. The purpose of creating this information system is to design and build an achievement management information system at SMA Negeri 1 Wonosari Klaten. This system begins with analyzing system needs, creating business processes, designing ERD, making system designs, and designing user interfaces. In conducting the test, this system uses the BlackBox method. The result of this system is that it runs well and corresponds to its functionality
TEACHING QUALITY IMPROVEMENT THROUGH “SIULIN” Hartatik Hartatik
International Journal of Multidisciplinary Research and Literature Vol. 2 No. 1 (2023): INTERNATIONAL JOURNAL OF MULTIDISCIPLINARY RESEARCH AND LITERATURE
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (598.484 KB) | DOI: 10.53067/ijomral.v2i1.97

Abstract

The exam is one of the curriculum implementation activities, which is part of the evaluation of learning activities. A midterm and final semester exam learning system is implemented in one of the integrated Islamic elementary schools in East Java. In contrast, currently, the exam is carried out manually on paper. It could be more efficient, especially with the use of paper. Besides that, the teachers will add working hours to correct exam results. An online exam application design is needed that can help teachers in the online exam process and corrections. The fundamental objective of this research is to create a website-based online exam information system at an integrated Islamic elementary school in one of the cities in East Java. The research method is descriptive qualitative to find facts and original information. Data collection techniques for information system development are used using observations, interviews, and literature studies. While the development method used is the waterfall method. The results of this study are that it can make it easier for teachers to carry out the process of evaluating, correcting, saving teacher time in correcting exam answers, helping teachers to recapitulate grades, reducing the impact of cheating during exams, reducing paper use and making it easier for students to see exam scores
IMPROVING TOURISM ACCESS THROUGH WEBSITE-BASED DIGITAL TECHNOLOGY UTILIZATION Hartatik Hartatik; Ditya Galassepda Putri
International Journal of Engagement and Empowerment Vol. 3 No. 1 (2023): International Journal of Engagement and Empowerment
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/ije2.v3i1.91

Abstract

The tourism industry is a sector that has great potential in driving the economy of a region. To optimize this potential, the use of technology can be an effective alternative. Therefore, this community service aims to develop a technology-based tourism system through an e-tourism website at the Regency-level Tourism, Youth and Sports Office. In the early stages, an analysis of the existing tourism system was carried out and identification of user needs. Then, technology-based system development is carried out through the creation of an e-tourism website that displays information about tourist objects, travel routes, and other supporting services. The use of this technology is expected to provide convenience for tourists in accessing information about tourism at the district level. In addition, the development of e-tourism is also expected to expand the Madiun Regency tourism market by accommodating the needs of tourists who are more inclined to use digital technology in planning their tour trips. Through this community service, it is hoped that the Regency Tourism, Youth and Sports Office can increase the competitiveness of the tourism industry through the use of more modern and effective technology
E-COMMERCE TRAINING FOR MICRO, SMALL, AND MEDIUM ENTERPRISES (MSMES) FOR HEALTH PRODUCT MARKETING Abdul Aziz; Hartatik Hartatik; Naufal Wahyu
International Journal of Engagement and Empowerment Vol. 3 No. 1 (2023): International Journal of Engagement and Empowerment
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/ije2.v3i1.92

Abstract

The presence of Micro, Small, and Medium Enterprises (MSMEs) in the Indonesian economy has a significant role and potential in building the national and sectoral economy. This community service aims to assist MSMEs in marketing their health products through e-commerce. E-commerce training is provided to provide an understanding of e-commerce platforms, marketing strategies, and effective product promotion techniques. In this training, participants will be given material on how to create an online store, determine product prices, and evaluate sales results. This training is expected to help MSMEs in increasing the sales of their health products and provide benefits to the community in need of health products
The Effect of Social Media Use, Exercise Habits, and Social Support on Mental Health of College Students in Indonesia Hartatik Hartatik; Septin Maisharah K; Dina Destari; Inayatul Mutmainnah
West Science Social and Humanities Studies Vol. 1 No. 05 (2023): West Science Social and Humanities Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsshs.v1i05.349

Abstract

Through a quantitative analysis employing structural equation modeling (SEM-PLS), this study examines the complex links between social media use, exercise habits, social support, and mental health among 210 college students in Indonesia. To investigate how these variables interact, descriptive statistics, measurement model evaluation, and structural model analysis were performed. The results highlighted the influence of online interactions on psychological well-being by showing a strong positive correlation between social media use and mental health. Although there was a positive correlation between exercise habits and mental health, it was not statistically significant, suggesting that more research is necessary. Social support has been shown to be a strong indicator of mental health, emphasizing the importance of interpersonal relationships. Validity and reliability of the model were indicated by its fit indices, and path analysis highlighted the importance of these components in influencing mental health outcomes. The results have consequences for programs and laws meant to promote mental wellness among college students.
The Influence of Arts Education on Creativity and Innovation in Community Development Hartatik Hartatik; Arief Yanto Rukmana; Loso Judijanto; Alfa Santoso Budiwidjojo Putra
West Science Social and Humanities Studies Vol. 1 No. 05 (2023): West Science Social and Humanities Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsshs.v1i05.367

Abstract

This research conducts a comprehensive bibliometric analysis to explore the effect of arts education on creativity, innovation, and community development. Drawing upon key citations, thematic clusters, and the frequency of terms within the literature, the study provides a nuanced understanding of the theoretical foundations and practical implications within this dynamic field. Thematic clusters reveal diverse dimensions, ranging from the economic aspects of tourism to the educational dimensions of university-community relationships. Key citations, including seminal works by Dewey, Knowles, and Greene, contribute to the theoretical framework, emphasizing experiential learning, andragogy, and the transformative potential of arts education in driving social change. The frequency of terms underscores the centrality of learning and participation while also recognizing the relational, ethical, and conceptual dimensions within the discourse. Practical implications for educators, practitioners, and policymakers are discussed, highlighting the importance of active community engagement, sustainable development, and the transformative role of arts education. The synthesis of findings offers a roadmap for future research, guiding scholars and practitioners in exploring innovative pedagogies, longitudinal impacts, demographic considerations, and global perspectives within the evolving landscape of arts education and community development.