PEMBUATAN APLIKASI PERMAINAN SEBAGAI MEDIA PEMBELAJARAN DI SEKOLAH LUAR BIASA AUTIS

SLB Autis Laboratorium UM is a school that is specifically designed to educate students with disabilities, especially autism. In the learning process, teachers often face difficulties in providing effective learning materials. This ineffectiveness is caused because the material delivered is dominated by text and verbal explanations, where students are less able to digest the information delivered using this method. Based on the results of partner observations, students tend to be more receptive to information in audio-visual form. The use of creative learning media in the form of game applications is considered to be able to provide a solution to this problem. Therefore, an educational game was designed which is expected to help improve the quality of learning and create a more interesting learning experience.

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Publication Details

Journal
Jurnal Pengabdian Kepada Masyarakat
Published
2025-06-30
DOI
https://doi.org/10.33795/abdimas.v12i1.6393
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

PEMBUATAN APLIKASI PERMAINAN SEBAGAI MEDIA PEMBELAJARAN DI SEKOLAH LUAR BIASA AUTIS

Satrio Binusa Suryadi, Muhammad Unggul Pamenang, Bagas Satya Dian Nugraha, Galih Putra Riatma et al.
Jurnal Pengabdian Kepada Masyarakat
Educational Methods and Media Use
article

PEMBUATAN APLIKASI PERMAINAN SEBAGAI MEDIA PEMBELAJARAN DI SEKOLAH LUAR BIASA AUTIS

Satrio Binusa Suryadi, Muhammad Unggul Pamenang, Bagas Satya Dian Nugraha, Galih Putra Riatma, Abdul Aziz Nugraha Pratama, Arief Prasetyo
article en

Abstract

SLB Autis Laboratorium UM is a school that is specifically designed to educate students with disabilities, especially autism. In the learning process, teachers often face difficulties in providing effective learning materials. This ineffectiveness is caused because the material delivered is dominated by text and verbal explanations, where students are less able to digest the information delivered using this method. Based on the results of partner observations, students tend to be more receptive to information in audio-visual form. The use of creative learning media in the form of game applications is considered to be able to provide a solution to this problem. Therefore, an educational game was designed which is expected to help improve the quality of learning and create a more interesting learning experience.

Jurnal Pengabdian Kepada MasyarakatVol. 12(1)
State University of Malang (ID)
Openalex Percentile: Top 74%
Educational Methods and Media Use
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