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Analisis Kecakapan Hidup Anak Tunanetra di SLB-A Perwari Kuningan Juherna, Erna; Sulistiani, Sulistiani; Sunengsih, Ucu; Ismawati, Ismawati; Zein, Nadia Sofia; Nurholifah, Nurholifah; Hayati, Syifa Nidaul; Mawaddah, Nada; Vitria, Rina Nur
JGK (Jurnal Guru Kita) Vol. 9 No. 3: Juni 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v9i3.64497

Abstract

Penelitian ini bertujuan untuk mengkaji pengembangan keterampilan hidup dan kemandirian siswa tunanetra di SLB-A Perwari Kuningan melalui pendekatan yang holistik dan terintegrasi. Fokus penelitian ini adalah untuk memahami pentingnya pelatihan keterampilan hidup, seperti orientasi mobilitas sosial dan komunikasi (OMSK), serta peran orang tua dalam mendukung perkembangan kemandirian siswa tunanetra. Metode yang digunakan dalam penelitian ini adalah pendekatan kualitatif dengan teknik observasi, wawancara, dan studi dokumentasi. Subjek penelitian terdiri dari siswa tunanetra, guru, dan orang tua siswa di SLB-A Perwari Kuningan. Hasil penelitian menunjukkan bahwa pelatihan OMSK, yang meliputi penggunaan tongkat, braille, dan alat bantu lainnya, sangat efektif dalam membantu siswa tunanetra untuk mengembangkan kemandirian mereka. Selain itu, peran orang tua dalam mendukung pengembangan keterampilan hidup di rumah sangat penting untuk meningkatkan kemandirian siswa. Meskipun terdapat tantangan dalam mengatasi kesulitan sosial dan pemahaman informasi, penggunaan teknologi bantu dan pelatihan keterampilan sosial dapat meningkatkan kemampuan siswa untuk berinteraksi dengan lingkungan sekitar. Kesimpulan dari penelitian ini adalah bahwa pengembangan keterampilan hidup dan kemandirian siswa tunanetra memerlukan pendekatan yang menyeluruh, melibatkan kerjasama antara sekolah, keluarga, dan masyarakat untuk menciptakan lingkungan yang mendukung perkembangan mereka.
Gamifikasi: Peranan dalam Proses Pembelajaran Pambudi, Yudha Rello; Riski, Dwiko Febrama; Jannah, Nurul; Mawaddah, Nada
ULIL ALBAB : Jurnal Ilmiah Multidisiplin Vol. 1 No. 12: November 2022
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jim.v1i12.3152

Abstract

The rapid and rapid development of technology and information has greatly influenced all fields, including the field of education, especially learning. According to a survey by the Indonesian Teacher Association, it is stated that 60% of teachers in Indonesia have inadequate skills or can be said to be lagging behind in the use of technology, this will have an impact on the quality of education in Indonesia. Teachers must be able to create a classroom atmosphere that is fun, dynamic and interesting so that students can follow the learning process well. In an effort to create a dynamic and interesting learning environment, the concept of gamification has emerged as a promising alternative. The method used in this research is literature review, literature review is a search and research of the literature by reading various books, journals and publications related to an issue or research topic. Gamification has a very important role in education and is very suitable to be applied to children (especially elementary school students) in the learning process because games are something that children like, not just adding game elements for the enjoyment of students, but will also influence the whole learning process. Starting from providing fun, motivating and active students.
Pengaruh Media Interaktif Nearpod Berbasis Pendekatan Deep Learning Terhadap Literasi Sains Siswa Sekolah Dasar Mawaddah, Nada; Sutisna, Atang; Nurfirdaus, Nunu
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7267

Abstract

This research aims to analyze the influence of Nearpod interactive media based on the Deep Learning approach on the scientific literacy of fourth grade students at Cigugur State Elementary School on the subject of Climate and Change. The research uses a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design type. The research subjects consisted of 34 students who were divided into experimental class and control class, 17 students each. Data was collected through scientific literacy tests in the form of validated pre-tests and post-tests, then analyzed using the normality test, homogeneity test, Independent Samples t-Test, and N-Gain. The results showed that the post-test average for the experimental class reached 87.06, an increase of 18.24 points, while the control class reached 68.82 with an increase of 12.35 points. The Independent Samples t-Test results show a Sig value. (2-tailed) of 0.000 < 0.05. The N-Gain value for the experimental class is 0.6905, which is in the medium category. These results show that the use of Nearpod interactive media based on the Deep Learning approach has a significant effect on increasing students' scientific literacy.