Jurnal Pengabdian Masyarakat Kesosi
Vol. 8 No. 2 (2025): Juli: Jurnal Abdimas KESOSI

PELATIHAN PENGGUNAAN MEDIA BELAJAR ARANIMAL DALAM PEMBELAJARAN PENGENALAN HEWAN BAGI SISWA SLB FASE B

Danandjaya Saputra (Sekolah Tinggi Teknologi Indonesia Tanjungpinang)
Hendi Setiawan (Sekolah Tinggi Teknologi Indonesia Tanjungpinang)
Nanny Raras Setyoningrum (Sekolah Tinggi Teknologi Indonesia Tanjungpinang)



Article Info

Publish Date
31 Jul 2025

Abstract

This community service activity aims to provide training in the use of augmented reality technology-based learning media through the ARAnimal application to improve students' understanding of animal names and types, especially at SLB Negeri 2 Tanjungpinang and SLB Negeri Kijang. Based on observations, teachers reported difficulties in conveying the material due to the limitations of mentally retarded students in understanding abstract concepts verbally, as well as the lack of interactive and engaging learning media. For this reason, this activity utilizes ARAnimal, an Augmented Reality (AR)-based mobile application as a visual, auditory, and animated learning medium designed to support the learning needs of students with special needs. The community service method is carried out through a participatory and demonstrative approach, with stages of preparation, training, and evaluation. A total of 17 students and teachers were involved in two training sessions that included presentations and direct practice using ARAnimal, as well as pre-test and post-test evaluations. The evaluation results showed an increase in student understanding after participating in the training, as indicated by increased grades and decreased time spent working on questions. The average score for the animal name completion indicator increased from 4.5 to 4.71, while the processing time decreased from 240 seconds to 71.53 seconds. For the animal name connection indicator, the score increased from 4.8 to 5.12, and the processing time decreased from 189 seconds to 55.76 seconds. These results indicate that ARAnimal media is effective in increasing the engagement, memory, and understanding of students with intellectual disabilities. This activity demonstrates that the use of AR technology can be an innovative solution in inclusive learning.

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