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Developing Immersive Augmented Reality Applications on Spatial Geometry Materials for Junior High School Slow Learners Khairina Aqilah Rilend Putri; Pamuji; Siti Masitoh
Jurnal Paedagogy Vol. 13 No. 3 (2026): July
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i3.20737

Abstract

This study aims to describe the development process and outcomes of an interactive mobile application called KURA AR as an assistive mathematics technology for slow learners. Adopting the systematic ADDIE development model, this study employed a quantitative descriptive design with a small-group trial involving five ninth-grade slow learners at SMPN 2 Sukodono using a One-Group Pretest–Posttest Design. The research instruments used a five-point Likert scale to evaluate the validity and practicality of the developed application. Quantitative data obtained from validation sheets were analyzed using descriptive percentage analysis based on the five-point Likert scale criteria. The expert validation results demonstrated a high level of feasibility, with scores of 80% from the material expert and 100% from the media expert. The field implementation results indicated that the application had high usability, achieving a teacher practicality score of 93% with a total score of 326 out of 350, supported by highly positive responses from students. Furthermore, the effectiveness test revealed a significant improvement in students’ learning outcomes, with the mean score increasing from 38 in the pretest to 90 in the posttest. The normalized gain (N-Gain) analysis using Hake’s formula produced an average score of 0.83, which was categorized as high effectiveness. In conclusion, the developed KURA AR mobile application is valid, practical, and effective in supporting spatial visualization and improving geometry learning outcomes among junior high school students with slow learning difficulties.
Peningkatan Kemampuan Mengenal dan Menggunakan Uang melalui Simulasi Jual Beli Berbasis Problem Based Learning pada Murid Tunagrahita SMPLB di SLB AC Dharma Wanita Sidoarjo Amelia Puspita Sari; Efriliana Dewi; Pamuji
Advances In Education Journal Vol. 3 No. 2 (2026): Advances In Education Journal (Oktober)
Publisher : Yayasan Al-Afif

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Abstract

Penelitian Tindakan Kelas ini bertujuan meningkatkan kemampuan mengenal dan menggunakan uang pada Murid tunagrahita jenjang smplb Fase D di SLB AC Dharma Wanita Sidoarjo Tahun Ajaran 2025/2026. Masalah utama yang dihadapi subjek adalah rendahnya pemahaman nilai tukar uang akibat keterbatasan kognitif dan pembelajaran yang cenderung abstrak-konvensional. Sebagai solusi, diterapkan model Problem Based Learning (PBL) yang diintegrasikan dengan metode simulasi jual beli melalui kegiatan pasar mini kelas. Penelitian dilaksanakan dalam dua siklus dengan mengadaptasi model tindakan kelas Kurt Lewin. Hasil tes menunjukkan peningkatan yang konsisten dan substansial pada setiap siklus pembelajaran: pada pra-siklus, rata-rata kelas hanya 67 dengan ketuntasan klasikal 42,8% (3 murid). Setelah intervensi Siklus I, rata-rata naik menjadi 78 dengan ketuntasan 71,4% (5 murid). Melalui penyempurnaan scaffolding pada Siklus II, rata-rata kelas melonjak hingga 86 dan mencapai ketuntasan klasikal sebesar 100% (7 murid). Disimpulkan bahwa penerapan model PBL yang dipadukan dengan metode simulasi jual beli berkontribusi terhadap peningkatan kemampuan mengenal dan menggunakan uang pada murid tunagrahita.
Development of a Canva-Based Interactive Game for Early Intervention to Support Cognitive Learning in Children with Intellectual Disabilities Galuh Primanamira; Titan Salma Azizah; Muhammad Kholid Niamul Ludfi; Diah Anggraeny; Pamuji
Jurnal Pendidikan Dewantara Vol. 4 No. 1 (2025): October
Publisher : Yayasan Pendidikan Internasional Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58222/jpd.v4i1.35

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa game edukatif interaktif berbasis animasi digital untuk meningkatkan kemampuan kognitif anak tunagrahita. Media ini dirancang untuk memfasilitasi pemahaman anak terhadap konsep dasar seperti bentuk, warna, dan angka melalui pendekatan visual yang menarik dan interaktif. Pengembangan media menggunakan model 4D (Define, Design, Develop, Disseminate), namun dalam penelitian ini hanya dilaksanakan sampai tahap Develop karena keterbatasan waktu dan kondisi lapangan. Teknik pengumpulan data dilakukan melalui lembar validasi yang melibatkan ahli materi, ahli media, dan praktisi pendidikan. Hasil validasi menunjukkan bahwa media pembelajaran memenuhi kriteria kevalidan dan kepraktisan, dengan skor validasi ahli materi sebesar 90%, ahli media sebesar 75%, dan uji kepraktisan oleh guru sebesar 89%. Analisis data dilakukan secara deskriptif kuantitatif untuk mengetahui kelayakan produk. Berdasarkan hasil tersebut, dapat disimpulkan bahwa game edukatif berbasis animasi digital ini layak digunakan sebagai media pembelajaran dalam intervensi dini untuk mendukung pengembangan kognitif anak tunagrahita. Disarankan agar pengembangan media dilanjutkan hingga tahap diseminasi serta diujicobakan lebih luas untuk mengukur efektivitas jangka panjangnya.
Development of Digital Storytelling Media with Adaptive Visual and Linguistic Features to Improve Storytelling Skills in Deaf Children Windi Harsanti; Wagino; Pamuji
Journal of General Education and Humanities Vol. 5 No. 5 (2026): October
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i5.2083

Abstract

This study aimed to develop Digital Storytelling Intervention Media with Adaptive Visual and Linguistic Features to support storytelling skills among deaf children receiving educational services at the UPTD Disability Services of Sidoarjo Regency. The study employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The study involved five elementary-school-aged deaf children selected through saturated sampling. Data were collected using expert validation questionnaires, teacher and participant response questionnaires, observations, interviews, and storytelling performance tests administered through pretest and posttest. The findings indicate that the developed media demonstrated high validity, with scores of 95.00% from media experts and 93.33% from subject-matter experts. In terms of practicality, teacher and participant responses reached 95.14% and 95.00%, respectively, both categorized as very practical. Regarding improvement in storytelling skills, the mean score increased from 50.00 in the pretest to 87.40 in the posttest, with an average N-Gain of 0.75, categorized as high. Given the very small sample and one-group pretest–posttest design without a control group, these findings should be interpreted as preliminary evidence of improvement following media use rather than broad evidence of effectiveness or a definitive causal effect. The results suggest that the developed media has potential to support storytelling interventions for deaf children in similar educational contexts.
Development of an Integrated Aided Language Stimulation (ALS) Intervention Model to Improve Expressive Communication in Autistic Children at UPTD Disability Services Sidoarjo Andy Eko Setyadi; Pamuji; Sujarwanto
Journal of General Education and Humanities Vol. 5 No. 5 (2026): October
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i5.2119

Abstract

Children with autism spectrum disorder (ASD) often experience difficulties in expressive communication, including requesting, responding, expressing needs, initiating interaction, and maintaining communication. This study aimed to develop an Intervention Model Integrated Aided Language Stimulation (ALS) with Augmentative and Alternative Communication (AAC) to support expressive communication among autistic children at UPTD Services Disability Sidoarjo, Indonesia. The study employed a Research and Development approach using the Four-D model comprising Define, Design, Develop, and Disseminate stages. The developed model integrated AAC media, ALS language modeling, functional communication activities, communication opportunities, partner responsiveness, reinforcement, generalization, and evaluation. Expert validation involved four validators representing four areas of expertise: subject matter, special education/autism, communication/AAC, and media. The validation percentage was calculated by dividing the obtained score by the maximum possible score and multiplying by 100%, resulting in 90.5% (very valid). Practicality was assessed through responses from teachers, therapists, and/or companions using the same percentage formula, resulting in 90% (very practical), while implementation was assessed through structured observation and reached 91% (very good). A one-group pretest-posttest limited trial involving five autistic children showed an increase in expressive communication scores from 42/100 (mean = 4.2) to 76/100 (mean = 7.6). The mean N-Gain was 0.65, categorized as moderate improvement according to the study criteria. Because the limited trial involved only five children and did not include a control group, the observed improvement should not be interpreted as definitive evidence of intervention effectiveness. Overall, the findings support the model’s feasibility for further investigation with larger samples and more rigorous comparative designs.
Development and Preliminary Evaluation of SOBATKU Social Story Digital Media for Body Boundaries and Privacy Understanding Among Children with Intellectual Disabilities Nauul Fatcheyah; Pamuji; Sujarwanto
Journal of General Education and Humanities Vol. 5 No. 5 (2026): October
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i5.2120

Abstract

Children with intellectual disabilities require concrete, visual, and structured learning materials to understand body boundaries and privacy. This study aimed to develop and preliminarily evaluate SOBATKU Digital Media (Social Story of My Body Boundaries and Privacy) as a learning medium to support this understanding. A research and development approach was employed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The participants were six children with mild intellectual disabilities aged 8–12 years at the UPTD Disability Services Center in Sidoarjo Regency, Indonesia. Data were collected through expert validation, practicality questionnaires, observations, and pretest–posttest assessments. Data were analyzed using descriptive percentages, the Wilcoxon Signed-Rank Test, and normalized gain (N-Gain). The results indicated that the research instruments achieved 98% validity, while the media received 94% ratings from both material and media experts. Practicality was rated 95%, and learning implementation was 96%. The mean understanding score increased from 76.67 on the pretest to 96.67 on the posttest, with a statistically significant difference (Wilcoxon p = 0.031) and a high N-Gain of 0.86. These findings indicate that SOBATKU is feasible and practical and shows preliminary evidence of improved understanding of body boundaries and privacy. However, the small sample and one-group pretest–posttest design limit causal interpretation. Further studies involving larger samples and controlled research designs are needed to confirm these preliminary findings.
Pengembangan Panduan Adobe Photoshop Cs6 Berbasis Android untuk Melatih Vokasional Life Skill Editing Gambar Siswa Tunarungu Bimantara Trimurti Nugrahanto; Pamuji; Endang Purbaningrum
Attanwir : Jurnal Keislaman dan Pendidikan Vol. 14 No. 2 (2023): September
Publisher : Institut Attanwir Bojonegoro

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Abstract

Penelitian ini dilatarbelakangi oleh kurangnya kemampuan siswa tunarungu dalam penggunaan aplikasi komputer adobe photoshop CS6, karena belum adanya panduan khusus bagi siswa tunarungu dalam pengoperasian photoshop sehingga menyulitkan siswa tunarungu dalam proses editing gambar menggunakan photoshop CS6. Penelitian ini bertujuan untuk mengetahui kelayakan panduan pengembangan adobe photoshop CS6 berbasis android untuk melatih vokasional life skill editing gambar siswa tunarungu. Metode yang digunakan dalam penelitian ini adalah 4D dengan tahapan Define (Pendefinisian), Design (Perencanaan) Develop (Pengembangan) dan Disseminate (Penyebaran). Teknik pengumpulan data dilakukan dengan menggunakan lembar validasi ahli yang meliputi ahli media, ahli materi, serta pengguna. Data hasil kelayakan berdasarkan uji validitas dari beberapa ahli diperoleh hasil (1) Ahli materi Pendidikan Luar Biasa 75%, (2) Ahli Media 95%, (3) Menurut pengguna 95%. Dapat disimpulkan bahwa pengembangan panduan Adobe Photoshop CS6 berbasis android untuk melatih vokasional life skill editing gambar siswa tunarungu layak untuk digunakan.