Development of Gamification-Based Mibox as an Alternative to Overcome Learning Loss in Visually Impaired Learners
Main Article Content
Abstract
This research began with the problems of blind students who experienced learning loss during the COVID-19 pandemic. Starting from this problem, there is a need for learning media that can be used by blind students to reduce the danger of learning loss. This research was carried out using an R&D (Research and development) approach, which produced learning media by adapting the method from ADDIE. The aim of this research is to create a learning media, namely the Magical Braille Box (MIBOX) with a gamification method to overcome post-pandemic learning loss. The research results obtained from validation show that the MIBOX application has fulfilled the acceptability aspect of learning media obtained from validation results with assessment results of 80% from material experts, 90% from media experts and 94% from practitioner experts. The average results obtained for the learning media assessment were 88%, which is in the very good category and does not need to be revised. Thus, the results of the data analysis obtained have answered the problem formulation, namely MIBOX has fulfilled the validity aspect to be applied in the learning process at SLB Raharja Sejahtera Kandangan Kediri
Downloads
Article Details
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Copyright on any article is retained by the author(s).
- The author grants the journal, the right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
- The article and any associated published material is distributed under the Creative Commons Attribution-ShareAlike 4.0 International License
References
Arikunto, S. (2014). Prosedur Penelitian: Suatu Pendekatan Praktik (4 ed.). Jakarta: Rineka Cipta.
Budi, S., Utami, I. S., Jannah, R. N., Wulandari, N. L., Ani, N. A., & Saputri, W. (2021). Deteksi Potensi Learning Loss pada Siswa Berkebutuhan Khusus Selama Pembelajaran Daring Masa Pandemi Covid-19 di Sekolah Inklusif. JURNAL BASICEDU, 3607-3613. https://doi.org/10.31004/basicedu.v5i5.1342
Cerelia, J. J., Sitepu, A. A., & Toharudin, T. (2021, December). Learning loss akibat pembelajaran jarak jauh selama pandemi Covid-19 di Indonesia. In E-Prosiding Seminar Nasional Statistika| Departemen Statistika FMIPA Universitas Padjadjaran (Vol. 10, pp. 27-27).
Dongoran, F. R. (2014). PARADIGMA MEMBANGUN GENERASI EMAS 2045 DALAM PERSPEKTIF FILSAFAT PENDIDIKAN. JURNAL TABULARASA, 61-76.
Handoyo, R. R. (2022). IDENTIFIKASI PENGGUNAAN TEKNOLOGI ASISTIF DALAM PEMBELAJARAN DARING BAGI ANAK DENGAN HAMBATAN PENGLIHATAN. Jurnal Education and Development, 89-94. https://dx.doi.org/10.37081/ed.v10i2.3401
Hidayat, S., Apriliya, S., & Fauziyaturrosyidah, A. (2021). METODE GAMIFICATION SEBAGAI SOLUSI FENOMENA LEARNING LOSS DALAM PEMBELAJARAN DARING SELAMA PANDEMI COVID-19: A Literatur Review. COLLASE (Creative of Learning Students Elementary Education), 741-753. https://doi.org/10.22460/collase.v4i5.8815
Jannah, D., Samsiah, E., Widyandana, L. A., Hadist, E. T., Maharani, F. E., & Soemantri, S. (2021). PENGUATAN KONSEP BANGUN DATAR DAN SATUAN PANJANG PADA SISWA TUNANETRA MELALUI MEDIA BLIND’S PLAYPAD. SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan, 1023-1029. https://doi.org/10.31764/jpmb.v5i1.6804
Jusuf, H. (2016). Penggunaan gamifikasi dalam proses pembelajaran. Jurnal TICom, 5(1), 1-6.
Kristiana, I. F., Widayanti, C. G., Widodo, P. B., & Indriana, Y. (2021). Pengenalan dan Identifikasi Learing Loss Siswa di Masa Pandemi bagi Guru dan Orangtua. Semarang: Fakultas Psikologi Universitas Diponegoro.
Mais, A. (2016). Media Pembelajaran Anak Berkebutuhan Khusus. Jember: CV. Pustaka Abadi.
Mohan, K., & Tara, D. (2021). Impact of COVID-19 on Education of Visually Impaired Indian Students. IRJMSH : International Research Journal of Management Sociology & Humanities, 12(12), 2348–9359.
Muharikah, A. (2021). Indonesia Emas Berkelanjutan 2045: Kumpulan Pemikiran Pelajar Indonesia Sedunia Seri 5 Pendidikan. Jakarta: LIPI Press.
Muthmainnah, A., & Rohmah, S. (2022). LEARNING LOSS: ANALISIS PEMBELAJARAN JARAK JAUH. Jurnal Kewarganegaraan, 969-975. https://doi.org/10.31316/jk.v6i1.2662
Mutmainah, S., & Hermawati, E. . (2021). Pengembangan Modul Matematika Untuk Peserta Didik Tunanetra. SJME (Supremum Journal of Mathematics Education), 5(1). https://doi.org/10.35706/sjme.v5i1.4416
Pratiwi, N. (2022). Desain Alat Hitung Berbasis Angka Braille, Cube’s Sebagai Alternatif Baru Dalam Pembelajaran Matematika untuk Anak Berkebutuhan Khusus (Tuna Netra). Journal Evaluation in Education (JEE), 3(1), 32-37. https://doi.org/10.37251/jee.v3i1.234
Putri, L. A. (2020). EUCLIDEAN VOICE: APLIKASI PEMBELAJARAN GEOMETRI EUCLID BERBASIS ANDROID UNTUK PENYANDANG TUNANETRA. Jurnal Ilmiah Matematika Realistik, 23-27. https://doi.org/10.33365/ji-mr.v1i2.597
Rudiyanto, A. (2020). PEDOMAN TEKNIS PENYUSUNAN RENCANA AKSI - EDISI II. Jakarta: Badan Perencanaan Pembangunan Nasional.
Sari, A. C., Fadillah, A. M., Jonathan, J., & Prabowo, M. R. D. (2019). Interactive gamification learning media application for blind children using android smartphone in Indonesia. Procedia Computer Science, 157, 589-595. https://doi.org/10.1016/j.procs.2019.09.018
Solehudin, D., Priatna, T., & Zaqiyah, Q. Y. (2022). Konsep Implementasi Kurikulum Prototype. JURNAL BASICEDU, 7486-7495. https://doi.org/10.31004/basicedu.v6i4.3510
Solihat, G., Subagya, M. Y., & Subagya, S. (2021, March). Proses Pelaksanaan Pembelajaran Matematika Secara Daring Siswa Tunanetra di Kelas 5A SLB A Pembina Tingkat Nasional Selama Masa Pandemi Covid-19. In CoMBInES-Conference on Management, Business, Innovation, Education and Social Sciences (Vol. 1, No. 1, pp. 264-270).
Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Alfabeta CV.
Sunarya, I., Nurwahidin, M., & Sudjarwo, S. (2022). Pandangan Ki Hajar Dewantara dalam Mengkonstruksi Pendidikan Indonesia Pada Abad 21. Jurnal Cakrawala Ilmiah, 2(4), 1485-1496. https://doi.org/10.53625/jcijurnalcakrawalailmiah.v2i4.4336
Supriadi, Jumriati, Tumpu, A. B., & Nurdiansyah, E. (2020). DESAIN INOVASI PEMBELAJARAN DARING UNTUK MAHASISWA TUNANETRA MELALUI MODEL PEMBELAJARAN DISCOVERY LEARNING BERBASIS AUDIO DI PRODI PENDIDIKAN BAHASA DAN SASTRA INDONESIA UNIVERSITAS ISLAM MAKASSAR. AIJER: Algazali International Journal Of Educational Research, 3(1), 75-88. https://doi.org/10.59638/aijer.v3i1.139
Usamah, T. N. (2022). PENERAPAN KURIKULUM MERDEKA DALAM UPAYA MENGATASI LEARNING LOSS MENUJU PENDIDIKAN YANG BERKOMPETENSI UNGGUL. JURNAL CERDIK: JURNAL PENDIDIKAN DAN PENGAJARAN, 64-74. https://doi.org/10.21776/ub.jcerdik.2022.002.01.06
Wahyuni, F. A., Oktavia, M., & Fakhrudin, A. (2022). Efektivitas Model Pembelajaran Quantum Teaching and Learning Berbasis Gamification terhadap Minat Belajar Siswa. Journal on Teacher Education, 4(2), 581-593. https://doi.org/10.31004/jote.v4i2.8557
Wibawa, R. (2020). Efektivitas Penggunaan Media Tiga Dimensi Dalam Meningkatkan Kemampuan Mengenal Benda pada Siswa Tuna Netra. Jurnal Paedagogy, 5(2), 99-103. https://doi.org/10.33394/jp.v5i2.2597
Widyasari, A., Widiastono, M. R., Sandika, D., & Tanjung, Y. (2022). Fenomena learning loss sebagai dampak pendidikan di masa pandemi covid-19. BEST Journal (Biology Education, Sains and Technology), 5(1), 297-302. https://doi.org/10.30743/best.v5i1.5144