Ardiyus, Muhammad Fauzan
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Meningkatkan Kemampuan Mengetik Sepuluh Jari dengan Metode Drill Berbasis Microsoft Word pada Anak Tunarungu Kelas X Di SLBN 2 Padang Ardiyus, Muhammad Fauzan; Mahdi, Arisul; Z, Martias; SAFARUDDIN, SAFARUDDIN
Jurnal Penelitian Pendidikan Khusus Vol 11, No 2 (2023)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/juppekhu1257820.64

Abstract

Penelitian ini membahas tentang kemampuan mengetik sepuluh jari menggunakan metode drill yang berbasis Microsoft word pada anak tunarungu di SLBN 2 Padang. Subjek penelitian ini adalah anak tunarungu di kelas X SLBN 2 Padang. Penelitian ini menggunakan desain eksperimen A-B-A dan metodologi penelitian subjek tunggal. Tiga kondisi membentuk desain A-B-A: Baseline (A), Intervensi (B), dan Baseline (A2). Daftar periksa digunakan untuk memfasilitasi pengujian tindakan, wawancara, dan pengamatan selama proses pengumpulan data. Melalui penggunaan alat analisis visual grafis, data penelitian diperiksa. Kapasitas untuk mengetik dengan sepuluh jari meningkat setelah intervensi atau pengobatan dalam bentuk metode drill, sesuai dengan temuan penelitian.
PENGEMBANGAN MODEL HIPOTETIK PERMAINAN BOLA BASKET UNTUK TUNANETRA Ardisal, Ardisal; Triswandari, Retno; Safaruddin, Safaruddin; Ardiyus, Muhammad Fauzan
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 10 No. 3 (2025): September (Regular Issue)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v10i3.749

Abstract

Adaptive physical education is a direct service that can be provided to children with special needs, to meet the individual physical-motor needs of students with disabilities. A case study shows that blind people are less motivated to play sports, one of which is playing basketball. So, development research was carried out by creating a basketball game model for the blind. This game model was designed by modifying the facilities and rules in the game of basketball and adapted to the characteristics of the visually impaired. Researchers used a research and development design with several modified stages. Validation was carried out using the Focus Group Discussion technique, namely discussions with users, namely the visually impaired, and the model was validated by experts using a validation test instrument with a Likert scale reference. This instrument contains three aspects of assessment, namely suitability, usefulness and appropriateness of playing basketball for the blind. The results of the analysis of the blind basketball game model showed that the percentage of suitability aspects = 81%, usability aspect = 100%, feasibility aspect = 77%. So the blind basketball game model is suitable, useful, and worthy of being developed and tested.