Pengembangan Permainan Lintasan Semut Untuk Melatih Konsentrasi Pada Anak Autis TKLB Sehati Karimun
Abstract
This research aims to determine the effectiveness of developing the ant track game to train the concentration of autistic children at TKLB Sehati Karimun. Research is a type of R&D (Research Development) research with the four-D research model from Thiagarajan (1974). The subjects in this research were at SLB Sehati Karimun with data collection instruments using interviews and questionnaires conducted by a team of media experts, a team of material experts, user responses and to test the effectiveness of the ant track game, tests were also carried out on children using pre-test and post-test. The type of data produced is qualitative by conducting data analysis in accordance with the assessment criteria guidelines so that it can determine the quality of the game media being developed. The results of this research are ant track media which is used as a game media to train the concentration of autistic children. Based on the assessment of the media expert team, they obtained an average score of 3.25 with adequate information. The assessment from the material expert team received an average score of 3.2 with appropriate information. The assessment of the teacher response trial obtained an average score of 3.5 with very adequate criteria. Meanwhile, the results of the effectiveness test showed an increase in the average value of 0.5, referring to the N Gain interpretation table, which is included in the medium category. It can be concluded that the development of the ant track game was declared feasible and effective for training the concentration of autistic children.
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References
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