GAMIFICATION MEDIA TO IMPROVE THE LITERACY AND SELF-DEVELOPMENT ABILITIES OF CHILDREN WITH SPECIAL NEEDS

Authors

  • Erna Megawati Universitas Indraprasta PGRI
  • Santi Nugraha
  • Priarti Megawanti
  • Firda Rafidah
  • Septiana Harun Universitas Indraprasta PGRI

DOI:

https://doi.org/10.21009/ishel.v2i1.68168

Keywords:

learning media, self-development, literacy, mental retardation, gamification media

Abstract

According to statistical data from the Coordinating Ministry for People's Welfare, the disability range for children aged 5-19 years is 3.3%, while the population at that age (2021) is 66.6 million. In the same year, data from the Ministry of Education and Culture showed that the number of students in the Special School (SLB) and inclusive school pathway was 269,398 children. Even though there are around 269,398 ABK who receive education, findings in the field show that the application of literacy to ABK has not received much attention. This research aims to determine the effect of the Android-based LiBi application on increasing basic literacy and self-development of ABK at Talenta Center School. This research is classified as quantitative descriptive research, which was carried out using research methods using the application of Research and Development (RnD) with the ADDIE model. The subjects of this research were 3 mentally retarded students out of a total of 8 mentally retarded students. The selection of the population as a sample in this study used the theory of Gay, Mills, and Airasian by taking 20% ​​of the population because the population was relatively small. Based on the results of research that has been conducted, the use of the Android-based "LiBi" application in an inclusive education environment shows the feasibility of presenting an innovative approach that combines digital technology and a game-based learning approach in developing basic literacy skills and self-development for children with special needs.

References

Anggraini, I., & Marlina, M. (2018). Peningkatkan keterampilan bina diri melalui teknik shaping pada siswa tunagrahita ringan. Jurnal Penelitian Pendidikan Khusus, 6(2), 186–191.

Ardianti, D., Hartono, R., & Wibowo, S. (2023). Pengembangan Media Pembelajaran Pengenalan Huruf Berbasis Android Bagi Anak Tunagrahita. Jurnal Teknologi Pendidikan, 12(2), 144–154.

Azis, N., Pribadi, G., & Nurcahya, M. S. (2020). Analisa dan Perancangan Aplikasi Pembelajaran Bahasa Inggris Dasar Berbasis Android. IKRA-ITH INFORMATIKA: Jurnal Komputer Dan Informatika, 4(3), 1–5.

Faradina, N. (2016). Penerimaan diri pada orang tua yang memiliki anak berkebutuhan khusus. Psikoborneo: Jurnal Ilmiah Psikologi, 4(1).

Firmadani, F. (2020). Media pembelajaran berbasis teknologi sebagai inovasi pembelajaran era revolusi industri 4.0. KoPeN: Konferensi Pendidikan Nasional, 2(1), 93–97.

Hasan, M., Nurtrida, N., Arisah, N., & Nuraisyiah, N. (2022). Implementasi Budaya Literasi Melalui Optimalisasi Perpustakaan di Sekolah Dasar. Jurnal Eduscience, 9(1), 121–133.

Kinaswara, T. A. (2019). Rancang Bangun Aplikasi Inventaris Berbasis Website pada Kelurahan Bantengan. Prosiding Seminar Nasional Teknologi Informasi Dan Komunikasi (SENATIK), 2(1), 71–75.

Kurniawati, R. D. (2018). Pelaksanaan Gerakan Literasi Sekolah (GLS) Di SMPLB-B YPTB Malang.

Nurrita, T. (2018). Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. Jurnal Misykat, 3(1), 171–187.

Rani, K., & Jauhari, M. N. (2018). Keterlibatan orangtua dalam penanganan anak berkebutuhan khusus. Jurnal Abadimas Adi Buana, 2(1), 55–64.

Sadidah, A., & Wijaya, A. (2016). Developing mathematics learning set for special-needs junior high school student oriented to learning interest and achievement. Jurnal Riset Pendidikan Matematika, 3(2), 150–161.

Sari, I. F. R. (2018). Konsep dasar gerakan literasi sekolah pada permendikbud nomor 23 tahun 2015 tentang penumbuhan budi pekerti. Al-Bidayah: Jurnal Pendidikan Dasar Islam, 10(1), 89–100.

Sudarma, I. K., Sujana, I. W., Dewantara, K. A. K., Ardiyasa, I. N. S., & Sudiartini, N. P. K. D. (2024). Breaking Barriers: Empowering Visual Impaired Students with Audioassisted Balinese Script Relief Media for Enhanced Literacy at a Special Public School. International Journal of Language Education, 8(2), 307–321.

Zahro, I. F. (2018). Pengaruh bina diri untuk meningkatkan kemandirian anak tunagrahita SDLBN Sumbang III Bojonegoro. Attanwir: Jurnal Keislaman Dan Pendidikan, 9(2), 18–28.

Zolkipli, N. Z., Rahmatullah, B., Mohamad Samuri, S., Árva, V., & Sugiyo Pranoto, Y. K. (2023). “Leave No One Behind”: A Systematic Literature Review on Game-Based Learning Courseware for Preschool Children with Learning Disabilities. Southeast Asia Early Childhood, 12(1), 79–97.

Downloads

Published

2026-10-02

How to Cite

Erna Megawati, Santi Nugraha, Priarti Megawanti, Firda Rafidah, & Septiana Harun. (2026). GAMIFICATION MEDIA TO IMPROVE THE LITERACY AND SELF-DEVELOPMENT ABILITIES OF CHILDREN WITH SPECIAL NEEDS. Proceeding of International Seminar on Humanity, Education, and Language, 2(1), 745–758. https://doi.org/10.21009/ishel.v2i1.68168

Similar Articles

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 > >> 

You may also start an advanced similarity search for this article.