Wiwik Widajati
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Blended Learning to Improve Vocational Life Skills in Making Batik for Disabilities Wiwik Widajati; Siti Mahmudah; Devina Rahmadiani Kamaruddin Nur; Diah Ekasari; Ni Made Marlin Minarsih; Diah Anggraeny; Danis Ade Dwirisnanda
Jurnal Pedagogi dan Pembelajaran Vol. 6 No. 3 (2023): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v6i3.64400

Abstract

The learning strategies applied by educators are still conventional, including learning vocational skills. This research aims to examine the effect of blended learning on improving the vocational life skills of students with disabilities. This research is pre-experimental. This research design is a group pre-test-post-test design. The research subjects were students with disabilities at the Special High School (SMLAB). Data collection uses performance tests. Data analysis used the Wilcoxon signed-rank test (matched pairs test). The research results show that the vocational life skills of students with disabilities after learning with blended learning have improved more than before learning with blended learning. Learning with blended learning has a better and more positive influence on the vocational life skills of students with disabilities. This research implies that blended learning can improve students' abilities, increasing learning outcomes. In the learning process, students are more active, constructive, communicative, able to follow technological developments, and participate to improve their divergent thinking skills and abilities, in this case, thinking abilities related to vocational skills.
PENGEMBANGAN GAME EDUKASI BERBASIS WEB SCRATCH UNTUK MANAJEMEN PERILAKU SOSIAL PADA ANAK AUTIS Madeline Pinky Aagustin; Ratu Panduwinata; Angelia Destaratih Magriszka; Wiwik Widajati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24813

Abstract

This study discusses the development of a web-based educational game scratch as a tool for managing social skills in autistic children. This application is designed to help children practice improving social skills through interactive and interesting media with a focus on improving social interaction, communication and adaptive behavior. This study uses a Research and Development (R&D) approach by adopting the ADDIE development model. And using a validation test method carried out by experts in their fields. The results of the validation test showed that the web-based educational game scratch obtained a feasibility level of 89% with the conversion results against the percentage indicator criteria indicating that this learning media is included in the category of very feasible for use in the social skills learning process.
PENGGUNAAN MEDIA FLIP BOOK UNTUK MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN BAGI ANAK SLOW LEARNER Saniya Ayesha; Nasywa Butsainah Annurqo; Muhammad Rizki Yusup; Nur Shafinatun Najah; Wiwik Widajati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25484

Abstract

Kemampuan membaca merupakan keterampilan esensial yang menjadi landasan keberhasilan akademik. Membaca berperan penting dalam proses perolehan pengetahuan bagi semua siswa, termasuk mereka yang mengalami keterlambatan akademik (slow learner) yang menghadapi kesulitan dalam memahami simbol dan teks. Penelitian ini bertujuan untuk mengevaluasi efektivitas media flipbook interaktif bernama Flippykata dalam meningkatkan keterampilan membaca permulaan pada anak slow learner. Penelitian ini menggunakan pendekatan kuantitatif dengan metode Single Subject Research (SSR) dan desain A-B-A. Subjek penelitian adalah siswa slow learner kelas V di SDN 4 Lidah Wetan, Surabaya. Penelitian dilaksanakan dalam tiga tahap: baseline awal (A1) untuk mengukur kemampuan membaca sebelum intervensi, fase intervensi (B) yang terdiri atas lima sesi penggunaan media Flippykata, serta baseline akhir (A2) untuk menilai kemampuan mempertahankan keterampilan membaca tanpa menggunakan media. Hasil penelitian menunjukkan adanya peningkatan skor kemampuan membaca selama fase intervensi. Selain itu, siswa juga mampu mempertahankan keterampilan membaca yang telah diperoleh setelah intervensi dihentikan. Temuan ini mengindikasikan bahwa media flipbook interaktif seperti Flippykata efektif dalam meningkatkan keterampilan membaca permulaan pada anak slow learner.