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Penggunaan Permainan Teka Teki Silang Bergambar untuk Meningkatkan Kosa Kata pada Anak Tunarungu Yutafiri Peni Merpati; Indro Wahyuno
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (307.001 KB) | DOI: 10.17977/um031v3i12017p67-71

Abstract

Berdasarkan hasil observasi yang dilakukan di kelas tunarungu kelas I di SDLB KedungkandangMalang pada kegiatan pembelajaran tematik dapat diketahui beberpa permasalahan pada pembelajarantematik utamanya penambahan kosa kata anak, diantaranya adalah peserta didik cenderung pasif, hanyamemperhatikan penjelasan guru saat kegiatan pembelajaran berlangsung, siswa hanya mencatat materiyang disampaikan guru. Dari kenyataan tersebut berakibat nilai rata-rata peserta didik 4,17.Tujuan daripenelitian ini adalah untuk mengetahui pengaruh penggunaan permainan teka-teki silang bergambarterhadap peningkatan kosa kata anak tunarungu kelas I di SDLB Kedungkandang Malang. Penelitianini dilakukan dengan menggunakan metode penelitian eksperimen jenis penelitian Pre EksperimentalDesign. Dan dalam penelitian, peneliti menggunakan desain “One Group Pretest-Posttest Design”.Hasilpeningkatan kosa kata sebelum menggunakan permainan teka-teki silang bergambar yakni rata-ratanya4,17 dengan nilai tertinggi 7 dan nilai terendah 3 sedangkan nilai maksimal 8. Hasil post-test setelahmenggunakan permainan teka-teki silang bergambar yakni rata-ratanya 7,7 dengan nilai tertinggi 8 dannilai terendah 7 sedangkan nilai maksimal 8. Dengan hasil demikian dapat dikatakan kosa kata anakmeningkat.Berdasarkan penelitian ini dapat disimpulkan bahwa permainan teka-teki silang bergambarberpengaruh terhadap peningkatan kosa-kata peserta didik tunarungu kelas I di SDLB KedungkandangMalang.According to the observation taken place in Grade I of Hearing Impairment (Deaf) Class inSDLB Kedungkandang Malang in thematic subject, it was found that several problems occur during theteaching learning process, especially in explaining the meaning of vocabulary. It seemed that the studentstended to be passive, they merely paid attention on the teacher’s explanation in the class, they later noteddown the material from the teacher. From these practices of learning, the average score resulted by thestudents were only 4.17. The objective of this research is to find out the effect of pictured crosswordusage towards the vocabulary mastery of Grade I of hearing impairment (Deaf) students in SDLBKedungkandang Malang.This research was conducted during experiment method, especifically Pre-Experimental Design. In this research the researcher carried out “One Group Pretest-Posttest design”.Before this learning media had been implemented the rate of vocabulary improvement was 4.17 with thehighest score of 7 and lowest score of 3and maximum score of 8. Meanwhile, the score acquired afterthe pictured crossword was given, in the post-test, the average score of the students became 7.7 with thehighest score of 8 and lowest score 7 and maximum score of 8. Based on the result, it can be concludedthat the vocabulary of students was successfully improved. Finally, the conclusion of this research is thatthe implementation of pictured crosswords game in class affect the vocabulary mastery of Grade I of deafstudents in SDLB Kedungkandang Malang.
Metode Sosiodrama Untuk Mengasah Pelafalan Kalimat Anak Tunarungu Ayu Yulistyani Fauziah; Agung Kurniawan
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.629 KB) | DOI: 10.17977/um031v3i12017p19-23

Abstract

Menjelaskan pengaruh penggunaan sosiodrama dalam penajaman kalimat pengucapan untuksiswa hambatan pendengaran kelas XI di SMALB-B YPTB Malang. Penelitian ini menggunakan desaineksperimental dengan desain Quasi eksperimental, desain time series, dengan Q1-Q4 pre test untukmengukur hasil belajar sebelum menggunakan metode sosiodrama dan Q5-Q8 post test untuk mengukurhasil belajar setelah menggunakan metode sosiodrama. Penggunaan metode sosiodrama dalam pelajaranBahasa Indonesia dapat diterapkan karena selain tujuan utamanya adalah mengucapkan kalimat, tetapijuga dapat melatih anak-anak yang mengalami gangguan pendengaran pada aspek motorik, konsentrasi,kesabaran, dan ketekunan.reveal the influence of the use of sociodrama in sharpening sentences pronunciation forHearing Impairment students of XI grade in SMALB-B YPTB Malang. This study used experimentaldesign with Quasi experimental design, time series design, with Q1-Q4 pre test to measure learning resultbefore using sociodrama method and Q5-Q8 post test to measure learning result after using sociodramamethod. The use of sociodrama method in Indonesian Language lesson can be applied because besidesthe main purpose is to pronounce sentences, but also can train Hearing Impairment children on motoricaspect, concentration, patience, and persistence.
Implementasi Model Pendampingan Mahasiswa Difabel oleh Pusat Studi dan Layanan Disabilitas (PSLD) Universitas Brawijaya Malang Miftachul Jannah; Sihkabuden Sihkabuden
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (272.348 KB) | DOI: 10.17977/um031v3i12017p45-50

Abstract

Salah satu perguruan tinggi yang menyelenggarakan pendidikan inklusif adalah UniversitasBrawijaya. Perwujudan lingkungan inklusif dilakukan dengan memberi layanan pendampingan olehPusat Studi dan Layanan Disabilitas (PSLD) bagi mahasiswa difabel. Pendampingan bagi mahasiswadifabel membantu para penyandang difabel memperoleh akses belajar ke perguruan tinggi. Teknikpengumpulan data menggunakan wawancara, observasi dan dokumentasi. Metode penelitian adalahkualitatif dengan menggunakan pendekatan deskriptif. Berdasarkan penelitian diperoleh hasil bahwa(1) pelaksanaan pendampigan mahasiswa difabel sudah sesuai dengan jenis hambatan, karakteristikdan kebutuhan belajar mahasiswa difabel; (2) layanan pendampingan masih belum bisa mengatasiketergantungan mahasiswa difabel terhadap pendamping.One of the universities that conducts inclusive education is Brawijaya University. Therealization of an inclusive environment is carried out by providing mentoring services by the Centerfor Disability Studies and Services for students with disabilities. Facilitation activities for studentswith disabilities help people with disabilities get access to study to college. Techniques of collectingdata using interviews, observation and documentation. This research method is qualitative by usingdescriptive approach. Based on the research, it is found that: (1) the implementation of facilitation ofdisabled students is in accordance with the type of barriers, characteristics and needs of students withdisabilities; (2) mentoring services still can’t overcome the dependence of students with disabilities tothe companion.
Finger Painting dalam Menulis Permulaan pada Siswa Tunagrahita Ringan Dyah Ayu Sawitri; Shodiq Shodiq
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (300.033 KB) | DOI: 10.17977/um031v3i12017p24-29

Abstract

Siswa tunagrahita memiliki hambatan dalam kematangan motorik. Finger painting digunakanuntuk menyiapkan kematangan motorik untuk menulis permulaan. Penelitian mendeskripsikan: (1)kemampuan menulis permulaan sebelum intervensi, (2) kemampuan menulis permulaan setelahintervensi, (3) pengaruh finger painting. Penelitian eksperimen dengan uji Wilcoxon. Hasilnya adalahadanya pengaruh finger painting. Perhitungannya diperoleh T hitung= 0. α= 0,05 dan n= 6. Diperoleh Ttabel= 2, H0 ditolak dan Hi diterima, sebab Thitung (0) ≤ Ttabel (4).Kesimpulannya adalah nilai rata-ratapre-test yaitu 39 dan nilai rata-rata post-test yaitu 73. Jadi, terdapat pengaruh finger painting terhadapkemampuan menulis permulaan siswa tunagrahita.Students with intellectual disability have obstacles in motoric maturity. Finger painting is usedto prepare motoric maturity for basic writing. This research describe: (1) pre-intervention writing skill,(2) initial writing skills after intervention, (3) influence of finger. Experimental research with Wilcoxontest. The result is there are effect of finger painting. The calculation is obtained by T arithmetic = 0.A= 0,05 and n = 6 obtained T table= 2, Ho rejected Hi accepted because Tcount (0) ≤ Ttable (4). Theconclusion is the average value of pre-test is 39 and the average post-test 73. Thus, there are influence offinger painting on the ability to write the beginning of the students with intellectual disability
Media Pop-Up untuk Meningkatkan Kemampuan Mengenal Bilangan 1-10 pada Anak Tunagrahita Nurita Kusuma Wardani; Sudarsini Sudarsini
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (297.136 KB) | DOI: 10.17977/um031v3i12017p51-55

Abstract

Tunagrahita merupakan individu yang mempunyai kecerdasan di bawah rata-rata normalyang mengakibatkan siswa mengalami kesulitan khususnya dalam aspek akademik termasuk mengenalbilangan. Tujuan penelitian ini untuk mendeskripsikan pengaruh media pop-up angka terhadapkemampuan mengenal bilangan 1-10 siswa tunagrahita kelas II SDLB. Penelitian ini menggunakanmetode eksperimen dengan rancangan penelitian pre-eksperimen dengan desain One group pretestposttestdesign. Hasil penelitian menunjukan bahwa media pop-up angka berpengaruh terhadapkemampuan mengenal bilangan 1-10 pada siswa tunagrahita kelas II SDLB.Students with intellectual disability is individuals have inteleligence below normal averagewhich resulted in students experiencing difficulties academic especially in the aspect included introducingnumbers. The aim of this research is to describe the effect of pop-up angka of the ability introducingnumbers 1-10 of Students with intellectual disability class II in SDLB. This research were includedto quantitative reserach by using experiment method with pre-experiment One group pretest-posttestdesign. So, we could conclude thar there was pop up angka media influence toward abilty to introducesymbol numbers 1 until 10 for Students with intellectual disability class II in SDLB.
Media Maze Angka untuk Meningkatkan Kemampuan Mengenal Bilangan Siswa Tunagrahita Alfian Dianmarta; Sulthoni Sulthoni
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (295.566 KB) | DOI: 10.17977/um031v3i12017p1-5

Abstract

Tujuan penelitian ini untuk mengetahui (1) kemampuan mengenal bilangan siswa tunagrahitakelas sebelum diberikan perlakuan, (2) kemampuan mengenal bilangan siswa tunagrahita sesudahpenggunaan media maze angka, (3) pengaruh media maze angka terhadap kemampuan mengenalbilangan siswa tunagrahita kelas III SDLB Kepanjen Malang. Penelitian ini menggunakan metodepenelitian eksperimen dengan desain One Group Pretest-Postest. Subjek penelitian ini adalah siswatunagrahita kelas III yang berjumlah 5 siswa. Berdasarkan hasil analisis data, diperoleh kesimpulanbahwa ada pengaruh media maze angka terhadap kemampuan mengenal bilangan siswa tunagrahita.The purpose of this research were to determine (1) the ability to know the number of studentswith intellectual disability before being given treatment, (2) the ability to know the number of studentswith intellectual disability after use of the numeral maze media media numberal maze, (3) the effect ofnumeral maze media toward ability for introducing number for students with intellectual disability. Thisresearch used experimental research design with one group pretest posttest. The subjects were studentswith intellectual diasbility grade III, amounting 5 students. Based on analysis of these data, we concludedthat there is an effect of numeral maze media toward ability for introducing number for students withintellectual disability.
Permainan Lego untuk Meningkatkan Kemampuan Sosial Anak Autis Firda Nurmala Hayati; Ahmad Samawi
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.785 KB) | DOI: 10.17977/um031v3i12017p30-35

Abstract

Anak autis merupakan anak yang memiliki hambatan dalam berbahasa dan berkomunikasi,interaksi sosial serta pemahaman terhadap sekitarnya. Tujuan penelitian ini untuk mengetahui pengaruhpermainan lego terhadap kemampuan sosial anak autis. Penelitian ini menggunakan rancanganpenelitian Single Subject Research (SSR) desain A-B-A’. Hasil penelitian menunjukkan bahwa intervensimenggunakan permainan lego berpengaruh pada kemampuan sosial anak autis. Hasil tersebut dibuktikandengan perolehan mean level yang meningkat dari baseline 1 (A) sebesar 58% ke intervensi (B) sebesar71% dan baseline 2 (A’) sebesar 91%. Persentase overlap sebesar 0%. Dari perhitungan tersebut dapatdisimpulkan bahwa terdapat pengaruh permainan lego terhadap kemampuan sosial anak autis.Autism children are those who have obstacles on communication, social interaction, socomprehension of their surroundings. The aim of the study is to find out the influence of lego gametowards social ability of autism children. The design of this study is Single Subject Research (SSR)of A-B-A design. The research findings showed that the intervention using lego game affected socialability of autism children. The result was proved through the improvement of mean level on baseline 1(A) which was 58% increased to 71% on intervention (B) and 91% on baseline 2 (A’). The percentageof overlap was 0%. Based on those calculations, it can be concluded that there is influence of lego gametowards social ability of autism children
Model Pembelajaran Make a match Berbantuan Puzzle untuk Meningkatkan Kemampuan Memori Visual Siswa Tunarungu Regine Desca Audria; Mohammad Efendi
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.102 KB) | DOI: 10.17977/um031v3i12017p56-61

Abstract

Di kelas siswa tunarungu, kesulitan belajar dialami ketika kegiatan pembelajaran mengenainama bilangan karena model pembelajaran yang digunakan berupa model pembelajaran langsung danhanya satu arah. Tujuan penelitian ini untuk mengetahui pengaruh model pembelajaran make a matchberbantuan puzzle pada peningkatkan kemampuan memori visual nama bilangan siswa tunarungu kelasII di SLB Negeri Seduri, Mojokerto. Metode yang digunakan adalah pre eksperimen dengan desain onegroup pretest-posttest. Hasil yang diperoleh yaitu nilai rata-rata pretest sebesar 68,5 dan nilai rata-rataposttest sebesar 92. Kesimpulan dari hasil penelitian adalah hipotesis diterima, yang artinya terdapatpengaruh yang signifikan pada penggunaan model pembelajaran make a match berbantuan puzzle untukmeningkatkan kemampuan memori visual nama bilangan bagi siswa tunarungu kelas II SLB NegeriSeduri, Mojokerto. Bagi guru digunakan sebagai referensi mengajar di kelas untuk meningkatkankemampuan memori visual pada materi nama bilangan untuk peserta didik tunarungu.In the class of students with hearing impairment the impairment students class, in learning havedifficulty is happened when the learning about the name of numbers because of teaching and learningactivities only in the is direct learning model and only one direction. The purpose of this researchis to find out how much effect ‘make a match’learning model assisted puzzle to improve enhancingvisual memory abilities of Number for hearing impairment Students in the Grade II in SLB NegeriSeduri, Mojokerto. The method was pre-experiment with one group pretest-posttest design. The resultsobtained from this study was the average value of pretest was 68.5 and the average value of posttestwas 92. The hypothesis was accepted The result of this research is the accepted hypothesis, which meansthere is significant effect of the use of ‘make a match’learning model assisted puzzle toward improvingvisual memory abilities of Numbers for hearing impairment Student Grade II in SLB Negeri Seduri,Mojokerto. For teachers it can be used as a classroom teaching reference to improve the ability of visualmemory of the numbers for hearing impairment student.
Multimedia Interaktif untuk Meningkatkan Kemampuan Membaca Permulaan Siswa Tunagrahita Atifah Fauzia; Usep Kustiawan
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.801 KB) | DOI: 10.17977/um031v3i12017p6-12

Abstract

Pembelajaran membaca permulaan bagi siswa tunagahita sangat penting sebab dapatmempengaruhi tahap perkembangan lainnya. Penggunaan alat peraga dalam pembelajaran sangatdiperlukan bagi siswa tunagrahita. Alat peraga atau media harus disesuaikan dengan karakteristik siswaagar siswa tunagrahita yang sulit berpikir abstrak dan daya ingat yang lemah. Penelitian ini bertujuanuntuk menghasilkan produk multimedia interaktif. Multimedia interaktif yang dikemas dalam CD inidiharapkan dapat meningkatkan minat dan kemampuan membaca permulaan siswa tunagrahita. Metodepenelitian yang digunakan dalam penelitian ini diadaptasi dari metode Borg & GalL. Hasil penelitianmenunjukkan bahwa multimedia interaktif dapat meningkatkan kemampuan membaca permulaan danlayak dan efektif diterapkan bagi siswa tunagrahita dengan memperoleh skor validasi ahli media 97%(sangat layak), validasi ahli materi 76% (layak) dan validasi ahli pembelajaran ABK 88% (sangat layak).Efektifitas multimedia interaktif yang dikembangkan terbukti efektif yang telah diuji dengan Uji Tmemperoleh kesimpulan t hitung 5 lebih besar dari t tabel 2,353, artinya media yang dikembangkanefektif diterapkan dalam pembelajaran membaca permulaan untuk siswa tunagrahita.Saran penelitianini adalah: (1) mengvalidasi media pada beberapa ahli minimal 3 validator disetiap aspek penilaian agarsemakin kuat hasil validasi media dan (2) uji coba lapangan lebih luas.Preliminary reading reading for students with tunagahita is very important because it can affectother stages of development. The use of teaching aids in learning is very necessary for students tunagrahita.The props or media should be tailored to the characteristics of the students so that the students withdifficult tunagrahita think abstract and weak memory. This study aims to produce interactive multimediaproducts. The interactive multimedia that is packaged in this CD is expected to increase the interest andreading ability of the beginning of the tunagrahita students. The research method used in this researchis adapted from Borg & GalL method. The results showed that interactive multimedia can improve thereading ability of beginning and appropriate and effective applied for the students with a score of 97%(very feasible), validation of material experts 76% (eligible) and validation of learning experts ABK 88%(very feasible). The effectiveness of interactive multimedia developed proved effective that has beentested with Test T got the conclusion t count 5 bigger than t table 2,353, meaning that media developedeffectively applied in reading learning beginning to student of tunagrahita.Saran of this research are:(1) validate media at Some experts at least 3 validators in each aspect of assessment for the stronger theresults of media validation and (2) field trials more widely.
Permainan Abenteuer Im Zauberwald dalam Pembelajaran Berhitung Siswa Tunagrahita Ringan Dian Budi Prabowo; Henry Praherdhiono
Jurnal ORTOPEDAGOGIA Vol 3, No 1 (2017): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (258.131 KB) | DOI: 10.17977/um031v3i12017p36-39

Abstract

Belajar matematika berhitung penjumlahan siswa kelas IV masih relatif rendah. Selamapembelajaran guru hanya menggunakan metode ceramah, demonstrasi, dan guru hanya berpusat pada bukuteks. Kurang kreatifnya guru dalam menggunakan media pembelajaran menjadikan pembelajaran menjadimonoton dan siswa kurang aktif dalam belajar di kelas. Tujuan penelitian ini adalah mendeskripsikan:(1) kemampuan berhitung penjumlahan siswa tunagrahita ringan kelas IV SDLB sebelum diterapkanmenggunakan media permainan abenteuer im zauberwald, (2) kemampuan berhitung penjumlahan siswatunagrahita ringan kelas IV SDLB sesudah diterapkan menggunakan media permainan abenteuer imzauberwald, (3) pengaruh penggunaan media permainan abenteuer im zauberwald terhadap kemampuanberhitung siswa tunagrahita ringan kelas IV SDLB. Penelitian ini menggunakan penelitian eksperimendengan menggunakan metode kuantitatif, desain Pre-Exsperimental Design bentuk one group pretestpostest design. Teknik analisis data yang digunakan adalah analisis statistik parametrik menggunakanuji Paired Sample T-Test dengan bantuan SPSS 24 for Windows. Hasil penelitian menunjukkan bahwaterdapat pengaruh secara signifikan penggunakan media permainan abenteuer im zauberwald dalamberhitung penjumlahan.Learning mathematics counting the students of grade IV is still relatively low. During theteaching of teachers only use lecture, demonstration, and teacher methods only centered on textbooks.Less creative teachers in using learning media makes learning becomes monotonous and students lessactive in learning in the classroom. The purpose of the study describes: (1) The ability to count the studentsintellectual disability grade IV SDLB before being applied using the media ‘abenteuer im zauberwald’game, (2) The ability to count the students intellectual disability grade IV SDLB after being appliedusing the media ‘abenteuer im zauberwald’ game, (3) The influence of the use of media ‘abenteuer imzauberwald’ game against the ability of counting students intellectual disability grade IV SDLB. Thisresearch uses experimental research using quantitative method, Pre-Exsperimental Design design formone group pretest postest design. Data analysis technique used is parametric statistical analysis usingPaired Sample T-Test with SPSS 24 for Windows. The results showed that there is a significant influenceon the use of media game abenteuer im zauberwald in sum counting.

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