Mobile Learning Application on Two-Dimensional Figure Material for Children with Intellectual Disabilities

Mobile learning apps are widely acknowledged for their effectiveness in enhancing learning results. This study aims to develop and validate an mobile learning app for computer two dimensional figure. Using the userfriendly App figma platform known for visual programming, it integrates interactive modules and multimedia for diverse learning styles. The study adopted a Research and Development approach following the ADDIE model (analysis, design, development, implementation, and evaluation). The research was conducted at SKh YKDW 02 Tangerang and involved 6 students. The outcomes pertaining to validation experts percentage scores are as follows: The aspect of media and design received a score percentage of 91,25%, affirming its very valid. Students responses the average percentage for the four assessment aspects clarity of material, motivation, interest, and easy of use navigation reached 91,10%, placing it in the very good category. The development of this mobile learning application for two dimensional figure material for children with intellectual disabilities material demonstrates significant potential as an innovative educational tool.

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Publication Details

Journal
SinkrOn
Published
2025-04-14
DOI
https://doi.org/10.33395/sinkron.v9i2.14566
Primary Topic
Child Development and Education
Type
article
Field-Weighted Citation Impact
0.00
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article

Mobile Learning Application on Two-Dimensional Figure Material for Children with Intellectual Disabilities

Rahmat Tullah, Ferawati Ferawati, Mohamad Rayhan Noerfikri, Ahmad Pausi
SinkrOn
Child Development and Education
article

Mobile Learning Application on Two-Dimensional Figure Material for Children with Intellectual Disabilities

Rahmat Tullah, Ferawati Ferawati, Mohamad Rayhan Noerfikri, Ahmad Pausi
article en

Abstract

Mobile learning apps are widely acknowledged for their effectiveness in enhancing learning results. This study aims to develop and validate an mobile learning app for computer two dimensional figure. Using the userfriendly App figma platform known for visual programming, it integrates interactive modules and multimedia for diverse learning styles. The study adopted a Research and Development approach following the ADDIE model (analysis, design, development, implementation, and evaluation). The research was conducted at SKh YKDW 02 Tangerang and involved 6 students. The outcomes pertaining to validation experts percentage scores are as follows: The aspect of media and design received a score percentage of 91,25%, affirming its very valid. Students responses the average percentage for the four assessment aspects clarity of material, motivation, interest, and easy of use navigation reached 91,10%, placing it in the very good category. The development of this mobile learning application for two dimensional figure material for children with intellectual disabilities material demonstrates significant potential as an innovative educational tool.

SinkrOnVol. 9(2)
Institut Teknologi dan Bisnis Kalbe (ID)
Openalex Percentile: Top 91%
Child Development and Education
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