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Penggunaan Kartu ‘Superhero’ untuk Meningkatkan Kemampuan Membaca Siswa Kelas I SLB B YPALB Karanganyar Farida Yuliati
Jurnal VARIDIKA Vol 29, No 1 (2017): Volume 29 No. 1, Juli 2017
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.203 KB) | DOI: 10.23917/varidika.v29i1.5148

Abstract

Tujuan penelitian ini untuk meningkatan penguasaan kemampuan membaca anak tunarungu kelas 1 SLB – B melalui penggunaan kartu superhero. Subyek penenlitian 3 siswa kelas 1 SLB – B YPALB Karanganyar. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas. Teknik pengumpulan data dengan observasi, wawancara dan dokumentasi. Validitas data menggunakan trianggulasi sumber dan metode. Analisis data deskriptif kualitatif. Hasil penelitian siklus 1, Anak mengalami peningkatan nilai setelah dilakukan kegiatan membaca dengan kartu superhero. Sebelum dilakukan tindakan, rata-rata nilai kemapuan membaca anak, 5,33 atau berada pada rentang 40% P ≤ 60% atau cukup. Setelah dilakukan tindakan siklus 1, rata-rata nilai anak meningkat menjadi 7,16 atau berada pada rentang 60% P ≤ 80% atau baik. Namun masih ada anak yang memperoleh nilai kurang dari 6 pada kompetensi membaca kata, sehingga perlu dilakukan tindakan siklus 2. Setelah dilakukan tindakan siklus 2 rata – rata nilai anak meningkat menjadi 8 atau berada pada rentang 60% P ≤ 100% atau tinggi, dan tidak ada siswa yang memperoleh nilai kurang dari 6. Kesimpulan penelitian, penggunaan kartu superhero dapat meningkatkan kemampuan membaca pada anak tunarungu kelas I SLB-B YPALB Karanganyar.
Meningkatkan Penguasaan Konsep Bilangan Pada Anak Tunarungu Melalui Permainan Dhakon Farida Yuliati
Manajemen Pendidikan Vol. 09, No. 2, Juli 2014
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1950.335 KB) | DOI: 10.23917/jmp.v9i2.1694

Abstract

This research aims to improve the mastery of concepts for the deaf children of class 1 through dhakon game. This research used the classroom action research approach by planning, actuating, observation, and reflection. The subjects in this study were all students in grade 1 SLB B YPALB Karanganyar, totaling 4 children. The techniques of collection data was done by observation, interviews (conversations) and documentation. Data validity used triangulation techniques, and the analysis of data used descriptive qualitative. The results of the research on first cycle, showed that all children increased in their values, 3 children, increased the value of 1 point and 1 child increased 2 points with an average value of 6, in the range of 40% P d” 60%. The achievement of performance indicators category was enough. Despite the increase in value, but there was one child whose value was less than 6 (KKM). In the second cycle, 2 childres value increased by 1 point and 2 childrens increased the value of 2 points with an average value of 7.5, so it is in the range of 60% P d” 80% with the category of high performance achievement indicators. No value below 6 (KKM). In the second cycle of the increase in value was set 60% P d” 80% or ‘high’. The conclusion of the study, there was an increase in numbers for students mastery of concepts in SLB-B class I YPALB Karanganyar after the action through dhakon game.