Search for collections on EPrints Repository UNTIRTA

PENGGUNAAN MEDIA PERMAINAN WHACK A MOLE UNTUK MENINGKATKAN KEMAMPUAN MENGENAL BANGUN RUANG ANAK AUTIS KELAS V SDLB DI SKH PADESAN

Nawa, Jazilatun (2022) PENGGUNAAN MEDIA PERMAINAN WHACK A MOLE UNTUK MENINGKATKAN KEMAMPUAN MENGENAL BANGUN RUANG ANAK AUTIS KELAS V SDLB DI SKH PADESAN. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

[img] Text
Jazilatun Nawa_2287180005_01.pdf
Restricted to Registered users only

Download (847kB)
[img] Text
Jazilatun Nawa_2287180005_02.pdf
Restricted to Registered users only

Download (578kB)
[img] Text
Jazilatun Nawa_2287180005_03.pdf
Restricted to Registered users only

Download (400kB)
[img] Text
Jazilatun Nawa_2287180005_04.pdf
Restricted to Registered users only

Download (559kB)
[img] Text
Jazilatun Nawa_2287180005_05.pdf
Restricted to Registered users only

Download (187kB)
[img] Text
Jazilatun Nawa_2287180005_Fulltext.pdf
Restricted to Registered users only

Download (6MB)
[img] Text
Jazilatun Nawa_2287180005_Lamp.pdf
Restricted to Registered users only

Download (5MB)
[img] Text
Jazilatun Nawa_2287180005_Ref.pdf
Restricted to Registered users only

Download (187kB)

Abstract

ABSTRAK This study aims to determine the increase in the ability to recognize the building space of children with autistic children through the media game of what a mole. This research is an experimental study with a Single Subject Research (SSR) approach. The research design used in this study uses the A-B-A design. The data obtained were analyzed using descriptive statistics and IT showed through line garfik. The subjects in this study were focused on a class of Autistic Class V SDLB with the initials R. Based on the results of the study, it was known that the use of the media a mole game could improve the ability to recognize the building space of children with Autistic Class V SDLB in SKh Padesan. This is shown to increase the average data acquisition in the two targets. The results obtained by the target behavior 1 (showing space) in phase A1 (Baseline-1) are 33%, after an intervention in the phase (b) the average data acquisition obtained increases to 85% and after the average intervention is given The acquisition of data obtained in the A2 phase (baseline-2) is 71%. For the target behavior 2 (mentioning the shape of the space) the average results of the acquisition of data obtained in phase A1 (Baseline-1) are 33% after the intervention there is a phase (b) the average data acquisition obtained increases to 85.625%, and after given an average intervention in the acquisition of data obtained in the A2 phase (baseline-2) is 71%. Thus, it is drawn that the use of the media a mole game can improve the ability to recognize the building space of children with Autistic Class V SDLB in SKH Padesan. Keywords: Build space, media game whack a mole, autistic

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorSidik, Sistriadini AlamsyahNIP. 198705142015042002
Thesis advisorPratama, Toni YudhaNIDN. 0014118702
Additional Information: ABSTRAK Penelitian ini bertujuan untuk mengetahui peningkatan kemampuan mengenal bangun ruang anak autis melalui media permainan whack a mole. Penelitian ini merupakan penelitian eksperimen dengan pendekatan single subject research (SSR). Desain penelitian yang digunakan pada penelitian ini menggunakan desain A-B-A. Data yang diperoleh dianalisis menggunakan statistik deskriptif dan ti tampilkan melalui garfik garis. Subjek dalam penelitian ini terfokus pada seorang anak autis kelas V SDLB dengan inisial R. Berdasarkan hasil penelitian, diketahui bahwa penggunaan media permainan whack a mole dapat meningkatkan kemampuan mengenal bangun ruang anak autis kelas V SDLB di SKh Padesan. Hal ini ditunjukan meningkatkannya rata-rata perolehan data pada kedua terget behavior. Hasil yang di dapat target behavior 1 (menunjukan bangun ruang) pada fase A1(baseline-1) adalah 33%, setalah dilakukan intervensi pada fase (B) Rata-rata perolehan data yang didapat meningkat menjadi 85% dan setelah diberikannya intervensi rata-rata perolehan data yang didapat pada fase A2 (baseline-2) adalah 71%. Untuk target behavior 2 (menyebutkan bangun ruang) hasil rata- rata perolehan data yang didapat pada fase A1 (baseline-1) adalah 33% setelah dilakukannya intervensi ada fase (B) rata-rata perolehan data yang didapat meningkat menjadi 85,625%, dan setelah diberikan intervensi rata-rata perolehan data yang didapat pada fase A2 (baseline-2) adalah 71%. Dengan demikian maka ditarik kesimpulanya bahwa penggunaan media permainan whack a mole dapat meningkatkan kemampuan mengenal bangun ruang anak autis kelas V SDLB di SKh Padesan. Kata kunci: Bangun ruang, media permainan whack a mole, autis
Subjects: L Education > L Education (General)
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
Depositing User: Ms Jazilatun Nawa
Date Deposited: 03 Feb 2023 14:58
Last Modified: 03 Feb 2023 14:58
URI: http://eprints.untirta.ac.id/id/eprint/18496

Actions (login required)

View Item View Item