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Journal : Jurnal Nasional Teknik Elektro dan Teknologi Informasi

Pengembangan Animasi Virtual Karakter Anak dengan Autisme dengan Model ADDIE Rahadian Kurniawan; Febriana Kurniasari; Restu Rakhmawati
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 10 No 1: Februari 2021
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1260.165 KB) | DOI: 10.22146/jnteti.v10i1.894

Abstract

The increase in the number of people with autism in Indonesia is followed by an increase in the need of teachers. The main problem related to teaching children with autism is the lack of teaching skills in dealing with children with autism. One of the methods used by prospective teachers of children with autism to improve their teaching skills is by playing role-changing dramas. One person plays the role of a teacher, while the other plays a child with autism. From interviews conducted with several autistic special education students, this method was considered less effective in understanding and responding to children with autism. Nowadays, Virtual Reality (VR) allows prospective teachers to practice improving their teaching skills in a safer environment. Generally, the learning simulation process using VR utilizes virtual humans who have specific features and abilities. This study presents the ADDIE model's use to develop virtual human animation used as a learning agent for prospective teachers of children with autism. The animation represents movements which are often performed by children with autism that can be used as a VR module. From the test results, it is known that the animation developed is considered to represent the behavior of children with autism.
Teknologi Game untuk Pembelajaran bagi Anak dengan ADHD: Tinjauan Literatur Rahadian Kurniawan; Raden Bagoes Yudha Rangga Sanjaya; Restu Rakhmawati
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 10 No 4: November 2021
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1276.126 KB) | DOI: 10.22146/jnteti.v10i4.2001

Abstract

The use of game technology in the learning domain for children with Attention Deficit Hyperactivity Disorder (ADHD) has begun to emerge. Until recently, many studies have been conducted to prove game technology usage’s effectiveness in the learning process for children with ADHD. This paper is a systematic literature review aimed to map the use of game technology in the learning process for children with ADHD and identify a future research roadmap. Based on the exploration of the literature obtained by applying the inclusion criteria, 30 primary studies were selected. The analysis yielded a mapping of game technology goals, game technology genres, game technology platforms, and game technology testing. The literature review results indicate that the use of game technology to improve attention in children with ADHD is proven to be relevant and can be the right choice to enhance the focus skills and learning processes. In addition, this literature review identified three roadmaps for future research, namely paying more attention to other ADHD’s comorbidities as the future research’s goal, paying more attention to variations in the respondents’ background involved in the learning game design process, and using other platforms as media for future learning.
Desain Kerangka Kerja Permainan Digital Sebagai Media Terapi Kemampuan Sosial Anak Autis Rahadian Kurniawan; Restu Rakhmawati; Izzati Muhimmah; Dimas Panji Eka Jalaputra
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 8 No 3: Agustus 2019
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1145.83 KB)

Abstract

This study discusses the process of design, implementation and evaluation of game frameworks to enhance social skills therapy for children with autism. Children with autism have unique characters, so they have special preferences. The design of a digital game framework for children with autism is also still very limited. The framework design process is obtained from the analysis of commercial digital game components played by children with autism, research that discusses the design of digital games for children with autism, and consultation with experts, psychologists, and therapists. The proposed framework is then used as a guideline for developing multiplayer games. The multiplayer games is a proof of concept of the proposed framework. From the result of evaluation, this multiplayer game has been able to be used to enhance eye gaze tracking, initiation, and reciprocal interaction in children with autism.
GEMPA: Game Edukasi sebagai Media Sosialisasi Mitigasi Bencana Gempa Bumi bagi Anak Autis Rahadian Kurniawan; Affan Mahtarami; Restu Rakhmawati
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 6 No 2: Mei 2017
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1176.521 KB)

Abstract

This game was intended to provide information for children with autism on rescue procedures clearly in the form of images, simulations, and demonstrations, regarding the earthquake disaster mitigation in simple language. The game design techniques of earthquake disaster mitigation education was developed using the MDA framework. This game covers information on disaster signs, mitigation procedures, and preparing their own survival bags. The evaluation on the proposed games was conducted by examining the functionality of the game on a variety of Android devices, disaster mitigation material testing, appropriateness testing needs of children with autism, and the evaluation test understanding earthquake disaster mitigation. From the results of the evaluation of the game in two weeks, children with autism showed an increased understanding of the earthquake disaster mitigation.