PEMANFAATAN GAME EDUKASI BERBASIS OPEN SOURCE BAGI ANAK ATTENTION DEFICIT HYPERACTIVITY DISORDER (ADHD) - Sari, Detri Puspita; Asrori, Muhammad; Radiana, Usman (Jurnal Pendidikan dan Pembelajaran Khatulistiwa, 2016)
Abstrak: Tujuan penelitian ini (1)Pemanfaatan profil produk game edukasiberbasis open source seperti apa yang bisa digunakan untuk anak ADHD (Attention Deficit Hyperactivity Disorder).(2) Pelaksanaan pembelajaran pada anak ADHD (Attention Deficit Hyperactivity Disorder) dalam bermain game edukasi, (3) Penggunaangame edukasi berbasis open source dalam proses pembelajaran. Pendekatan penelitian menggunakan pendekatan kualitatif, metode penelitian eksperimen kuasi. Hasil peneitian ditemukan 1)Pemanfaatan profil produkeducation games yang digunakan sebagai media penunjang pendidikan bagi anak dengan ADHD adalah jenis game edukasi berbasis open source bernama Gcompris. Pre-tes didapat nilai 68,8% , Post-test didapat nilai 85,9 %. 2) Perilaku pada saat menggunakan produk education games, anak dengan ADHD (Attention Deficit Hyperactivity Disorder)memiliki kecenderungan yang sama dalam hal perilaku bermain dengan anak-anak normal. 3) Produk game edukasi berbasis open source mampu digunakan sebagai media penunjang pendidikan, jika mengacu pada peningkatan hasil pembelajaran pra dan pasca pemberian game edukasi berbasis open source. Â Kata Kunci : Games edukasi, Media Pembelajaran, ADHD Â The purpose of this study (1) Use of the product profile educational game based on open source as what can be used for children with ADHD (Attention Deficit Hyperactivity Disorder). (2) Implementation of the learning in children with ADHD (Attention Deficit Hyperactivity Disorder) in playing the educational game, (3 ) The use of open source-based educational game in the learning process. The research approach uses a qualitative approach, a quasi experimental research methods. Results found peneitian 1) Utilization of education games product profile that is used as a medium of educational support for children with ADHD is a type of open source-based educational game called Gcompris. Pre-test obtained value of 68.8%, Post-test obtained value of 85.9%. 2) The behavior when using the product education games, children with ADHD (Attention Deficit Hyperactivity Disorder) have the same tendency in play behavior with normal children. 3) educational game products based on open source capable of being used as a medium of education, when referring to the improvement of learning outcomes pre- and post-administration of educational games based on open source. Â Key Word: Educational games, Learning Media, ADHD