Open access Jurnal SINTA 2
Analisis Penggunaan Media Pembelajaran Inovatif pada Pembelajaran Awal Pengenalan Angka Terhadap Anak Penderita Autisme
Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK) · Vol. 12 No. 3 (2025) · pp. 591–600
- ISSN
- 2528-6579, 2355-7699
- Published
- 2025-06-30
- Publisher
- Fakultas Ilmu Komputer, Universitas Brawijaya
- Language
- id
Abstract
Bahasa Indonesia
Autisme merupakan kelainan pada system saraf yang dialami sejak lahir ataupun pada masa balita dengan ditandainya gejala seperti menutup diri, pendiam, tidak mau bergaul, tidak mau berkomunikasi atau berinteraksi dengan orang disekitarnya. Kondisi ini mengganggu perkembangan anak terutama pada kemampuan komunikasi, interaksi sosial dan sifat emosional dengan orang lain. Anak autisme pada umumnya mempunyai ciri-ciri sulit berkonsentrasi, cepat bosan jika dihadapakan pada hal-hal yang tidak sesuai dengan minatnya. Diasumsikan peran guru pembimbing mampu mengajarkan materi secara kreatif, baik dan menyenangkan. Pembelajaran awal anak autisme yang dilakukan kebanyakan masih menggunakan buku sebagai alat bantu pembelajaran dan tidak ada dalam bentuk digital. Dari hasil pengamatan salah satu sekolah autisme di Malang masih menggunakan pembelajaran tradisional menggunakan papan komunikasi kegiatan angka sebagai pembelajaran awal pengenalan angka. Penelitian ini menggunakan metode penelitian tindakan kelas (PTK) dengan pendekatan kualitatif. Media pembelajaran multimedia dan augmented reality digunakan untuk meningkatkan fokus dan keterlibatan siswa autisme. Data diperoleh dari hasil observasi, serta deskriptif kualitatif, yang didukung oleh skala likert untuk mengukur motivasi belajar. Hasil yang didapatkan dari pengujian media pembelajaran multimedia dan Augmented Reality terbukti meningkatkan keterlibatan dan fokus siswa. Adanya karakter avatar pada AR juga menarik fokus pada anak autisme. Siswa lebih antusias saat menggunakan aplikasi multimedia dan AR yang memberikan pengalaman belajar interaktif. Dampak penelitian ini memberikan kontribusi penting terhadap pengembangan metode Pendidikan berbasis teknologi, serta menyediakan wawasan bagi pengembang aplikasi atau institusi pendidikan tentang potensi teknologi dalam mendukung pendidikan khusus. Penelitian ini juga berkontribusi pada pengembangan kebijakan yang lebih efektif dan inklusif bagi penderita autisme, sehingga dapat menciptakan lingkungan yang lebih mendukung siswa autisme untuk tumbuh dan berkembang. Abstract Autism is a disorder of the nervous system experienced since birth or in infancy with symptoms marked by being withdrawn, quiet, not wanting to socialize, not wanting to communicate or interact with people around them. This condition interferes with the child's development, especially in communication skills, social interactions and emotional traits with others. Autistic children generally have the characteristics of difficulty concentrating, getting bored quickly when faced with things that are not in accordance with their interests. It is assumed that the role of the supervising teacher is able to teach material creatively, well and enjoyably. Early learning for autistic children that is carried out mostly still uses books as learning aids and is not in digital form. From the results of observations, one of the autism schools in Malang still uses traditional learning using a number activity communication board as initial learning for recognizing numbers. This study uses a classroom action research (CAR) method with a qualitative approach. Multimedia and augmented reality learning media are used to increase the focus and involvement of autistic students. Data were obtained from the results of observations, as well as qualitative descriptive, supported by a Likert scale to measure learning motivation. The results obtained from testing multimedia and Augmented Reality learning media have been shown to increase student involvement and focus. The presence of avatar characters in AR also attracts focus on autistic children. Students are more enthusiastic when using multimedia and AR applications that provide interactive learning experiences. The impact of this research provides an important contribution to the development of technology-based education methods, as well as providing insight for application developers or educational institutions about the potential of technology in supporting special education. This research also contributes to more effective and inclusive development policies for people with autism, so that it can create an environment that is more supportive of autistic students to grow and develop.
English
Autisme merupakan kelainan pada system saraf yang dialami sejak lahir ataupun pada masa balita dengan ditandainya gejala seperti menutup diri, pendiam, tidak mau bergaul, tidak mau berkomunikasi atau berinteraksi dengan orang disekitarnya. Kondisi ini mengganggu perkembangan anak terutama pada kemampuan komunikasi, interaksi sosial dan sifat emosional dengan orang lain. Anak autisme pada umumnya mempunyai ciri-ciri sulit berkonsentrasi, cepat bosan jika dihadapakan pada hal-hal yang tidak sesuai dengan minatnya. Diasumsikan peran guru pembimbing mampu mengajarkan materi secara kreatif, baik dan menyenangkan. Pembelajaran awal anak autisme yang dilakukan kebanyakan masih menggunakan buku sebagai alat bantu pembelajaran dan tidak ada dalam bentuk digital. Dari hasil pengamatan salah satu sekolah autisme di Malang masih menggunakan pembelajaran tradisional menggunakan papan komunikasi kegiatan angka sebagai pembelajaran awal pengenalan angka. Penelitian ini menggunakan metode penelitian tindakan kelas (PTK) dengan pendekatan kualitatif. Media pembelajaran multimedia dan augmented reality digunakan untuk meningkatkan fokus dan keterlibatan siswa autisme. Data diperoleh dari hasil observasi, serta deskriptif kualitatif, yang didukung oleh skala likert untuk mengukur motivasi belajar. Hasil yang didapatkan dari pengujian media pembelajaran multimedia dan Augmented Reality terbukti meningkatkan keterlibatan dan fokus siswa. Adanya karakter avatar pada AR juga menarik fokus pada anak autisme. Siswa lebih antusias saat menggunakan aplikasi multimedia dan AR yang memberikan pengalaman belajar interaktif. Dampak penelitian ini memberikan kontribusi penting terhadap pengembangan metode Pendidikan berbasis teknologi, serta menyediakan wawasan bagi pengembang aplikasi atau institusi pendidikan tentang potensi teknologi dalam mendukung pendidikan khusus. Penelitian ini juga berkontribusi pada pengembangan kebijakan yang lebih efektif dan inklusif bagi penderita autisme, sehingga dapat menciptakan lingkungan yang lebih mendukung siswa autisme untuk tumbuh dan berkembang. Abstract Autism is a disorder of the nervous system experienced since birth or in infancy with symptoms marked by being withdrawn, quiet, not wanting to socialize, not wanting to communicate or interact with people around them. This condition interferes with the child's development, especially in communication skills, social interactions and emotional traits with others. Autistic children generally have the characteristics of difficulty concentrating, getting bored quickly when faced with things that are not in accordance with their interests. It is assumed that the role of the supervising teacher is able to teach material creatively, well and enjoyably. Early learning for autistic children that is carried out mostly still uses books as learning aids and is not in digital form. From the results of observations, one of the autism schools in Malang still uses traditional learning using a number activity communication board as initial learning for recognizing numbers. This study uses a classroom action research (CAR) method with a qualitative approach. Multimedia and augmented reality learning media are used to increase the focus and involvement of autistic students. Data were obtained from the results of observations, as well as qualitative descriptive, supported by a Likert scale to measure learning motivation. The results obtained from testing multimedia and Augmented Reality learning media have been shown to increase student involvement and focus. The presence of avatar characters in AR also attracts focus on autistic children. Students are more enthusiastic when using multimedia and AR applications that provide interactive learning experiences. The impact of this research provides an important contribution to the development of technology-based education methods, as well as providing insight for application developers or educational institutions about the potential of technology in supporting special education. This research also contributes to more effective and inclusive development policies for people with autism, so that it can create an environment that is more supportive of autistic students to grow and develop.
Collaboration network of the authors
40 authors · 69 co-authorship links · 2 across different organisations · showing the 40 most connected
Hover or tap a name to highlight its co-authors. Double-click to open the author's page.
- University of Brawijaya
- Politeknik Negeri Malang
- Affiliation unknown
- Different organisations
- Same organisation
- Affiliation unknown
- Thicker line = more joint articles · bigger circle = more articles
Show as table
| Co-author | Organisation | Joint articles |
|---|---|---|
| Fajar Pradana | University of Brawijaya | 10 |
| Retno Indah Rokhmawati | University of Brawijaya | 4 |
| Fitri Utaminingrum | University of Brawijaya | 3 |
| Bayu Priyambadha | University of Brawijaya | 2 |
| Satrio Agung Wicaksono | University of Brawijaya | 2 |
| Achmad Basuki | University of Brawijaya | 2 |
| Imam Cholissodin | University of Brawijaya | 2 |
| Novanto Yudistira | University of Brawijaya | 2 |
| Aisyah Awalina | University of Brawijaya | 2 |
| Joseph Ananda Sugihdharma | University of Brawijaya | 1 |
| Rizal Setya Perdana | University of Brawijaya | 1 |
| Nathanael Victor Darenoh | University of Brawijaya | 1 |
| Aditya Rachmadi | University of Brawijaya | 1 |
| Waskitha Wijaya | University of Brawijaya | 1 |
| Moechammad Sarosa | Politeknik Negeri Malang | 1 |
| Mokhamad Hadi Wijaya | University of Brawijaya | 1 |
| Aulia Akhrian Syahidi | University of Brawijaya | 1 |
| Fajerin Biabdillah | University of Brawijaya | 1 |
| Nanang Yudi Setiawan | University of Brawijaya | 1 |
| Iqbal Taufiq Ahmad Nur | University of Brawijaya | 1 |
| Indra Syahputra | University of Brawijaya | 1 |
| Bayu Sutawijaya | University of Brawijaya | 1 |
| Mochammad Dearifaldi Al Ikhsan | University of Brawijaya | 1 |
| Sulandri Sulandri | University of Brawijaya | 1 |
| Rona Salsabila | University of Brawijaya | 1 |
| Muhammad Zulfikarrahman | University of Brawijaya | 1 |
| Diva Fardiana Risa | University of Brawijaya | 1 |
| Aisyatul Maulidah | University of Brawijaya | 1 |
| Intan Yusuf Habibie | University of Brawijaya | 1 |
| Adam Syarif Hidayatullah | University of Brawijaya | 1 |
| Muhammad Wafi | University of Brawijaya | 1 |
| Ovy Rochmawanti | University of Brawijaya | 1 |
| M. Sofyan Irwanto | University of Brawijaya | 1 |
| Farassulthana Azzahra Willary Yaasiin | University of Brawijaya | 1 |
| Budi Darma Setiawan | University of Brawijaya | 1 |
| Muhammad Nugraha Delta Revanza | Affiliation unknown | 1 |
Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.