Sukoco Sukoco
STMIK AMIKOM Yogyakarta

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Perancangan Multimedia Pembelajaran untuk Terapi Anak Berkebutuhan Khusus Moyo Hady Poernomo; Wing Wahyu Winarno; Sukoco Sukoco
SMATIKA JURNAL Vol 6 No 01 (2016): Smatika Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2034.259 KB) | DOI: 10.32664/smatika.v6i01.54

Abstract

Penelitian dengan judul Perancangan Pembelajaran Multimedia untuk Terapi Anak Berkebutuhan Khusus, merupakan penelitian yang berkaitan tentang bagaimana memanfaatkan teknologi media digital melalui rancangan suatu produk berupa alat bantu (tools) berbasis multimedia, agar dapat digunakan oleh pihak pendidik, untuk dapat diterapkan sebagai salah satu tolls dalam menunjang dan mengoptimalkan metode terapi bagi anak anak berkebutuhan khusus dengan gangguan speech delay. Penelitian ini secara langsung dilakukan pada lingkup Pendidikan Yayasan Adhikurnia Rapha Kintan Semarang. Pencapaian yang diperoleh dari hasil penelitian ini bahwa rancangan tersebut dapat digunakan oleh guru dan berpengaruh positif terhadap perkembangan siswa didik yang mengalami gangguan speech delay. Dalam proses penelitian ini dihasilkan beberapa saran dan kesimpulan bahwa rancangan dan implementasi pembelajaran berbasis multimedia ini dapat dijadikan salah satu sarana dalam menunjang kebutuhan belajar dan terapi bagi anak-anak berkebutuhan yang mengalami gangguan speech delay khususnya dalam membantu meningkatkan kesadaran fonologi yang dimiliki oleh siswa didik.
PENERAPAN METODE USER CENTERED DESIGN PADA GAME BASED LEARNING TERHADAP MOTIVASI BELAJAR SISWA Ika Asti Astuti; Suyanto Suyanto; Sukoco Sukoco
Informasi Interaktif Vol 2, No 1 (2017): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1159.641 KB)

Abstract

One of the problems that occurred in the study is the lack of student motivation. One to increase students' motivation is to use games as learning. GBL is defined as the use of games as a learning method. GBL has the advantage to attract and make someone do something but the drawback of this method is sometimes not aligned with the learning objectives, so this study raised the UCD method to solve the problem. This study describes how to apply the methods of UCD in the GBL. Analysis of the data used is descriptive and qualitative on a Likert scale calculations. The research also involved three experts, namely, education experts as validator materials, expert validator game as a game, as the IT expert validator application design. A total of 58 students from two different schools are also involved to choose the design layout design applications and test game for the measurement of learning motivation. Measurements motivation to learn by comparing between GBL which has been designed with the use of paper based quiz. The measurement results show that the motivation of GBL designed can affect students' motivation compared to the use of PBQ. Keyword: User centered design, game based learning