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Implementation of Multimedia Learning Applications to Increase Understanding of Kirana Hati Bunda Tamiajeng Special School Students Endah Asmawati; Heru Arwoko; Aniva Kartika
Indonesian Journal of Cultural and Community Development Vol 14 No 3 (2023): September
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijccd.v14i3.983

Abstract

Kirana Hati Bunda Special School (SLB) is the only special school in Trawas District. This school has 19 students with special needs who come from several villages in Trawas District. The village fully bears operational costs, so the development of SLB has been quite slow. Due to limited funds, teachers are often unable to attend training to add skills and knowledge to the teaching and learning process. Teachers still have difficulties in compiling learning programs according to the different needs of students, innovating, and being creative in developing new learning media. Therefore, this program will provide training and assistance in planning, implementing, and evaluating learning for SLB Kirana Hati Bunda students. In addition, to meet the needs of teaching aids, learning applications will be made, training on application use and assistance in using multimedia learning applications with hand gesture recognition. Based on student learning results, it was found that the multimedia hand gesture recognition learning application made students more enthusiastic in learning, did not get bored of repeating exercises and the results were better when learning was done repeatedly. From two practice sessions on the same material there was a significant increase in scores
Inovasi Pembelajaran melalui Game Edukasi berbasis Visi Komputer di TK Puri Cendekia Surabaya Heru Arwoko; Sofia Ariyani
Jurnal Pengabdian Masyarakat IPTEKS Vol. 10 No. 1 (2024): JURNAL PENGABDIAN MASYARAKAT IPTEKS
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/jpmi.v10i1.2147

Abstract

Tujuan dari pengabdian masyarakat ini adalah untuk mempromosikan model inovasi pembelajaran melalui game edukasi berbasis visi komputer di TK Puri Cendekia Surabaya daerah perbatasan Gersik Inovasi pembelajaran yang dimaksudkan untuk meningkatkan interaksi dan keterlibatan anak-anak selama proses pembelajaran dan untuk meningkatkan perkembangan kognitif dan motorik mereka melalui permainan yang mendidik dan bisa menciptakan suasana yang sangat menyenangkan. Sosialisasi ini membuat dan menerapkan game edukasi yang menggunakan teknologi visi komputer untuk mengidentifikasi gerakan tangan dan tubuh anak-anak. Hal ini memungkinkan mereka untuk berinteraksi langsung dengan konten pembelajaran yang ditampilkan di layar. Hasil sosialisasi model ini menunjukkan bahwa game edukasi berbasis visi komputer dapat meningkatkan keinginan anak-anak untuk belajar, kemampuan menyelesaikan masalah, dan keterampilan motorik halus. Selain itu, komentar positif dari orang tua dan guru menunjukkan bahwa model ini dapat diadopsi secara lebih luas di berbagai institusi.