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Pengaruh Media Game Fun Easy Learn Berbasis Android terhadap Kemampuan Mengenal Kata Benda pada Anak Disabilitas Rungu Lufitasari, Dewi; Mais, Asrorul; Nurhadiyati, Arifah
JOEAI (Journal of Education and Instruction) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.12449

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh media “Game Fun Easy Learn” terhadap kemampuan mengenal kata benda pada anak disabilitas rungu. Penelitian ini menggunakan metode Single Subject Research (SSR), yang merupakan pendekatan penelitian yang berfokus pada pengamatan subjek tunggal untuk mengevaluasi perubahan atau pengaruh dari intervensi. Penelitian ini menggunakan desain A - B dimana fase A (baseline) digunakan untuk mengukur kemampuan awal anak dalam mengenal kata benda, sementara fase B (intervensi) dilaksanakan setelah diberikan intervensi berupa “Game Fun Easy Learn” sebagai media untuk mengenal kata benda. Hasil penelitian ini menunjukkan adanya peningkatan kemampuan dalam mengenal kata benda pada anak disabilitaas rungu. Kata kunci: Anak Disabilitas Rungu, Kata Benda, Media Game Fun Easy Learn.
Pengaruh Teknik Punishment dengan Media Puzzle Floor terhadap Perilaku Hiperaktif pada Anak Down Syndrome Ekawati, Agustin Siti Yulia; Mais, Asrorul; P, Nostalgianti Citra
JOEAI (Journal of Education and Instruction) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.12450

Abstract

Sikap hiperaktif pada anak down syndrome dapat mempengaruhi berjalannya pembelajaran dalam kelas, sehingga pada penelitian ini akan membahas tentang pengaruh teknik punishment dengan media puzzle floor yang diharapkan dapat meminimalisir sikap hiperaktif pada anak tersebut. Teknik punishment merupakan suatu bentuk hukuman yang memberikan efek jera terhadap seseorang, sedangkan media puzzle floor merupakan media edukatif yang bermanfaat untuk meningkatkan daya konsentrasi pada anak. Jadi, media puzle floor ini adalah sebagai bentuk dari punishmentnya. Metode yang digunakan pada penelitian ini yakni metode Single Subject Research (SSR) yang biasa disebut dengan penelitian subjek tunggal. Metode SSR artinya metode eksperimen dalam memfokuskan data individu. Desain yang digunakan pada penelitian ini adalah desain A – B dimana desain tersebut melibatkan fase baseline (A) dan juga fase intervensi (B). Hasil penelitian ini menunjukkan bahwa, teknik punishment dengan media puzzle floor berpengaruh terhadap siswa down syndrome yang hiperaktif. Hal itu dibuktikan dengan adanya mean fase intervensi (B) dengan nilai 15 lebih tinggi jika dibandingkan dengan fase baseline (A) yang memperoleh nilai 6,8. Begitupun perubahan level pada analisis antar kondisinya mendapatkan nilai (+9). Pada persentase overlap, mendapatkan nilai 0% dimana hal tersebut menunjukkan jika intervensi yang telah diberikan kepada siswa memiliki pengaruh pada perilaku hiperaktifnya. Berdasar pada hasil dari analisis data dalam kondisi maupun antar kondisi, maka diketahui jika, penerapan teknik punishment dengan media puzzle floor berpengaruh terhadap perilaku hiperaktif pada anak down syndrome. Hal ini, dapat diketahui karena perolehan hasil dari mean level fase intervensi (B) yang lebih tinggi dibandingkan dengan mean level fase baseline (A). Kata Kunci : Teknik Punishment, Media Puzzle Floor, Down Syndrome, Perilaku Hiperaktif
Peningkatan Kemampuan Binadiri Menggosok Gigi Disabilitas Grahita Sedang Melalui Model Pembelajaran Langsung di SLB PGRI Tlanakan Lufi, Hendra; Mais, Asrorul; Udhiyanasari, Khusna Yulinda
JOEAI (Journal of Education and Instruction) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.12738

Abstract

Penelitian ini bertujuan untuk untuk mengetahui peningkatan kemampuan Binadiri Menggosok Gigi Disabilitas Grahita Sedang Melalui Model Pembelajaran Langsung Di SLB PGRI Tlanakan. Penelitian ini menggunakan jenis penelitian tindakan kelas model Kemmis 3 dengan menggunakan 3 siklus. Metode pengumpulan data dalam penelitian ini adalah observasi, teknik tes dan dokumentasi. Analisa data dilakukan untuk mendeskripsikan perubahan pemberian tindakan melalui model pembelajaran langsung dalam meningkatkan kemampuan pengembangan diri menggosok gigi pada siswa tuna grahita sedang kelas III. Hasil penelitian tiap siklus mengalami peningkatan. Peningkatan dari siklus I ke siklus II rata-rata 46 %, peningkatan siklus I ke siklus III yaitu 97 % dan peningkatan siklus II ke III yaitu 19%. Dari hasil temuan penelitian menunjukkan terdapat peningkatan kemampuan pengembangan diri menggosok gigi pada siswa tuna grahita sedang kelas III yang dapat dilihat dari hasil penelitian yaitu siklus II lebih besar dari siklus I, dan terdapat peningkatan signifikan siklus III lebih besar dari Siklus II dan siklus I. Sehingga dapat disimpulkan bahwasannya Kemampuan kemampuan Binadiri Menggosok Gigi Disabilitas Grahita Sedang Melalui Model Pembelajaran Langsung Di SLB PGRI Tlanakan mengalami peningkatan. Kata Kunci: Binadiri Menggosok Gigi; Model Pembelajaran Langsung; disabilitas grahita sedang
Pengaruh Play Therapy  terhadap Kemampuan Interaksi Sosial Anak Diseleksia di Kelas 1 Ustman Bin Affan Sufi, Arya Shintya Mutia; Mais, Asrorul; Prystiananta, Nostalgianti Citra
JOEAI (Journal of Education and Instruction) Vol. 8 No. 5 (2025): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v8i5.16371

Abstract

The purpose of this study was to determine the effect of play therapy on the social interaction skills of first-grade dyslexic children, Ustman bin Affan, at Harapan Umat Elementary School in Jember. This study used a single-subject research (SSR) method with an A-B design, with (A) as the baseline condition and (B) as the intervention condition or condition after treatment. The target behavior in this study was the social interaction skills of children with dyslexia. Researchers analyzed the research data using within-condition and between-condition analysis techniques. The results showed that play therapy can impact the social interaction skills of dyslexic children, with the percentage of subjects' scores increasing from 43.8% before treatment to 72.8% after undergoing play therapy. Therefore, the implementation of play therapy can impact the social interaction skills of dyslexic children by helping them improve their ability to build interactions with their surroundings.   Keywords: Dyslexic Children, Social Interaction Skills, Play Therapy
Pengaruh Model Direct Instruction terhadap Kemampuan Teknik Dasar Memainkan Alat Musik Hadrah pada Siswa Disabilitas Netra Kelas X Dandi, Dandi; Prystiananta, Nostalgianti Citra; Mais, Asrorul
JOEAI (Journal of Education and Instruction) Vol. 8 No. 5 (2025): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v8i5.16456

Abstract

This study investigates the impact of the direct instruction model on the basic technical skills of playing the hadrah instrument among tenth-grade blind students at the Branjangan State Special Needs School in Jember. This study employed a quantitative experimental method with a "one-group pre-test post-test design." The purpose of this method was to evaluate the impact of the treatment provided by the researcher, as observed in the results obtained by comparing the conditions before and after the treatment. The sample of this study consisted of two tenth-grade blind students at the Branjangan State Special Needs School in Jember, selected using purposive sampling based on specific criteria. The results of this study indicate that blind students possess the basic technical skills necessary for playing the hadrah instrument, as evidenced by an initial pre-test score of 25%, which increased significantly after the implementation of the Direct Instruction model to 79.5%. The post-test score also increased by approximately 68%. In conclusion, the direct instruction model for teaching the basic technical skills of playing the hadrah instrument to tenth-grade blind students at the Branjangan State Special Needs School in Jember can improve their ability and expertise in understanding and mastering the lessons taught.   Keywords: Direct Instruction Model, Students with Visual Disabilities, Basic Technical Skills in Playing the Hadrah Musical Instrument
Pengaruh Media Game Puzzle Kata terhadap Kemampuan Kosakata Bahasa Indonesia untuk Siswa Disabilitas Rungu Kelas II Andriyani, Andriyani; Mais, Asrorul; Prystiananta, Nostalgianti Citra
JOEAI (Journal of Education and Instruction) Vol. 8 No. 5 (2025): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v8i5.16457

Abstract

This study aims to determine the learning outcomes of science learning in grade IV of SD Negeri 07 Bingin Teluk after implementing the TGT-type cooperative model using interactive media, based on whether word walls were significantly completed. This research employed a pre-experimental design, specifically a one-group pretest-posttest design. The study's results showed the initial test (pre-test) with an average value of 45.53 and the final test (post-test) with an average value of 72.81. This indicates that the average value of the final test (post-test) is greater than that of the initial test (pre-test). After being calculated using the t-test, the t_count value (4.15) was obtained which was compared with the 〖 t〗_table value with a significance level of 5% was (1.695). So the t_count value > 〖 t〗_table or 4.15 > 1.695. In conclusion, the science learning outcomes of fourth-grade students at SD Negeri 07 Bingin Teluk improved significantly after implementing the TGT cooperative learning model, which utilized interactive wordwall-based media, by the 2025 academic year.   Keywords: TGT Model Implementation, Science Learning, Wordwall Media
Pengaruh Metode Token Economy dalam Meningkatkan Kepatuhan Siswa Disabilitas Intelektual Ringan Anggraeni, Safrina Devi; Yaum, Lailil Aflahkul; Mais, Asrorul
JOEAI (Journal of Education and Instruction) Vol. 8 No. 6 (2025): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v8i6.17276

Abstract

This study aimed to determine the effect of implementing the token economy method on improving compliance among students with mild intellectual disabilities at the Arya Satya Hati Special Needs School (SLB). This study used a Single Subject Research (SSR) method with an A–B design consisting of a baseline phase (5 sessions) and an intervention phase (5 sessions). The results showed an increase in compliance from an average of 37% in the baseline phase to 77% in the intervention phase. The conclusion is that implementing the token economy method is efficacious in improving compliance among students with mild intellectual disabilities, making it a viable alternative behavioral intervention strategy in SLB. These findings also provide practical implications for SLB teachers in utilizing the token economy as a behavior development strategy.   Keywords: Mild Intellectual Disability, Token Economy
Peningkatan Gerak Dasar Manipulatif dalam Pembelajaran Pendidikan Jasmani Melalui Permainan Bola Berekor pada Anak Disabilitas Intelektual Wildiana, Feby Putri; Yaum, Lailil Aflakul; Mais, Asrorul
JOEAI (Journal of Education and Instruction) Vol. 9 No. 2 (2026): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/c1dhrs86

Abstract

This study aims to improve basic manipulative motor skills through the implementation of a ball game with a tail in children with intellectual disabilities at the PGRI Pamekasan Special Needs School (SLB). The study used Classroom Action Research (CAR) with two cycles, each consisting of planning, action, observation, and reflection. The study subjects included three ninth-grade students with moderate intellectual disabilities in the 2024/2025 academic year. Data collection techniques included observation, performance tests, and documentation, while data analysis used a descriptive qualitative approach with a calculation of the percentage of skill improvement. The results showed that the implementation of the ball game with a tail significantly improved students' throwing and catching abilities. The average manipulative skill score increased from 50% in the pre-cycle to 87.5% in the second cycle, with an average increase of 33.7%. Furthermore, there was an increase in students' motivation, courage, and active participation during the learning process. Thus, the ball game with a tail can be an effective alternative adaptive physical education method to improve basic motor skills in children with intellectual disabilities.   Keywords: Intellectual Disabilities, Basic Manipulative Movement, Tailed Ball Game, Adaptive Physical Education
DEVELOPMENT OF FASHIONABLE WHEELCHAIRS FOR MOTORICALLY DISABLED PEOPLE Siti Farida; Asrorul Mais; Lailil Aflahkul Yaum
Journal of Disability Vol 3, No 2 (2023): December
Publisher : Pusat Studi Difabilitas (PSD) LPPM Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jod.v3i2.91899

Abstract

This research aims to develop fashionable wheelchairs so that they are qualified to be properly utilized by motorically disabled people for conventional use or during fashion shows or national and international fashion carnivals. A vast mobile ability in every aspect of life has become a dream for many people, especially those with special needs. Amidst the difficulties faced by the physically disabled, disabled college students desire to drive from their homes to campuses or anywhere else. This research is a developmental research. The model of development implemented is ADDIE (Analyze, Design, Development, Implementation, Evaluation). After the production stage, the early prototypes will then be validated by an expert in teaching-learning media. The data obtained in this research are from interviews and observations from the subjects, which are motorically disabled college students. The instruments for data collection are in the forms of interviews and observations. Based on the goal of the development of product design, this product reached the success rate of 100% with the qualification of feasible usage, while in terms of manual book it reached the success rate of 80%. Moreover, the success rate of tutorial videos reached 95% with the qualification of feasible usage. The success rate as of the publication of this article was as much as 80% because the results for stage 2 of product test was pending. The assessment given for this product received a success rate of 100% with the qualification of feasible usage due to the products developed in partnership with manufacturing experts and the production site where the products are made by adjusting the conditions and needs of students with motor disabilities. In this aspect of the assessment, the media expert gave advice to pay attention to the materials and the manufacturing process. Therefore, these fashionable wheelchairs can acquire the classification of feasible usage by the motorically disabled for conventional use or for fashion shows or national or international fashion carnivals
Pengaruh Metode Bercerita terhadap Komunikasi Dua Arah pada Anak Keterlambatan Bicara (Speech Delay) Usia 4 Tahun Arrum Wulan Alfurqoni; Lailil Aflahkul Yaum; Asrorul Mais
JOEAI (Journal of Education and Instruction) Vol. 9 No. 3 (2026): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/w653y263

Abstract

This study aimed to determine the effect of storytelling on improving two-way communication and to analyze changes in these skills before and after intervention. The method used was quantitative, using a Single Subject Research (SSR) approach with an A–B design. The results showed significant improvement, with scores increasing from 8–9 in the baseline phase to 18–22 in the intervention phase, accompanied by a positive trend, high stability, and no overlap between phases. In conclusion, storytelling has proven effective in improving two-way communication skills in children with speech delay.   Keywords: Storytelling Method; Two-Way Communication; Speech Delay