scholarly journals Pengembangan Game Edukasi Bahasa Isyarat Tentang Pengelolaan Sampah Berbasis Android

Author(s):  
Imam Fauzy Muldani Rachmat ◽  
Gazali Gazali

Membuang sampah sembarangan akan berdampak negatif bagi lingkungan seperti pencemaran lingkungan, mengakibatkan banjir serta dampak bagi kesehatan, oleh karena itu kesadaran membuang sampah beserta memilah pada tempatnya merupakan sikap yang perlu ditanamkan pada setiap masing individu. Berdasarkan survey siswa/siswi tunarungu SLBN Banjar dapat disimpulkan masih belum paham tentang pengelolaan sampah dan kurang peduli dalam membuang sampah pada tempatnya. Penyelesaian terhadap permasalahan tersebut yaitu dengan menerapkan pembelajaran pengelolaan sampah melalui pengembangan game edukasi bahasa isyarat menggunakan pendekatan siklus pengembangan game. Hasil dari pengembangan ini adalah game dengan fitur level menggunakan bahasa isyarat  yaitu Level1 mengenal jenis sampah, Level2 Memilah sampah, dan Level3 recycle sampah, sedangkan fitur tambahannya Splashscreen, menu utama, pengenalan sampah, belajar SIBI, Info games. Hasil pengujian Blackbox  mendapatkan hasil valid dan pengujian usability Nielsen berdasarkan aspek Learnability 80%(Baik), Efficiency 73%(Baik), Memorability 73.33%(Baik), Error 79%(Baik), Satisfaction 82.67%(Sangat Baik) sehingga rata-rata nilai pengujian usability Nielsen sebesar 77% dikategorikan baik.   Abstract  Careless disposal of garbage has negative effects on the environment., such as environmental pollution, resulting in flooding and impacts on health. Therefore, the awareness of disposing of waste and sorting it in its place is an attitude that must be applied to every individual. The problem is that the deaf students of SLBN Banjar can be concluded that they still do not understand waste management and are less concerned about disposing of waste in its place. The solution to this problem is to apply waste management learning through sign language educational games using a game development cycle approach. The result of this development is a game with level features using sign language, namely Level1 recognizes the type of waste, Level2 sorts waste, and Level3 recycles waste, while the additional features are Splashscreen, main menu, the introduction of waste, learning SIBI, Info games. The results of the Blackbox test get valid results and Nielsen's usability test based on aspects of Learnability 80% (Good), Efficiency 73% (Good), Memorability 73.33% (Good), Error 79% (Good), Satisfaction 82.67% (Very Good) so that the average Nielsen's average usability test score of 77% is categorized as good.

Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Rachel Gallagher

Over the past 20 years, instructional designers in the Learning Games Lab at New Mexico State University have developed a design model for game development that brings researchers, educators, and game developers together throughout the design process. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves in both content and game design, and (c) test extensively throughout development with members of the target audience. In this chapter, the authors describe the model as it was used in development of several math games during a four-year development cycle for the Math Snacks project. They discuss the implications of this approach for the creation of other educational games or suites of games and share recommendations for expansion of the model to other developers.


2018 ◽  
pp. 66-88 ◽  
Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Rachel Gallagher

Over the past 20 years, instructional designers in the Learning Games Lab at New Mexico State University have developed a design model for game development that brings researchers, educators, and game developers together throughout the design process. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves in both content and game design, and (c) test extensively throughout development with members of the target audience. In this chapter, the authors describe the model as it was used in development of several math games during a four-year development cycle for the Math Snacks project. They discuss the implications of this approach for the creation of other educational games or suites of games and share recommendations for expansion of the model to other developers.


Author(s):  
Stein Erik Ohna

The Norwegian National Curriculum in 1997 introduced four subject curricula for deaf students as part of new legislation giving deaf students who have acquired sign language as their first language the right to instruction in the use of sign language and through the medium of sign language. A few years later, new hearing technologies contributed to substantial changes in the educational context. This situation has challenged the school system, schools, and teachers. The chapter is organized in three sections. First, the educational system and the process leading to the introduction of new legislation is presented. The second section deals with information about the use of curricula for deaf students. The last section discusses issues of students’ achievements, classroom processes, and national policies.


2021 ◽  
Author(s):  
Daniela Copetti Santos ◽  
◽  
Josiane Fiss Lopes ◽  
Cátia Roberta de Souza Schernn ◽  
Juliane Ditz Knob ◽  
...  

The use of LIBRAS (Brazilian Sign Language) during the classes helps in the learning of deaf students. By creating an illustrative Handbook we seek to facilitate the learning of the deaf student and advise teachers in the area of Biological Sciences. After the preparation of this material we verify how essential it is that other students have access to it, seeking to disseminate it.


2018 ◽  
Vol 11 (26) ◽  
pp. 201-218
Author(s):  
Lucken Bueno Lucas ◽  
Renan Guilherme Pimentel ◽  
Simone Luccas

The process of school inclusion for people with disabilities is a recent development, especially for the deaf individuals, so the study of how this inclusion process occurs and the teaching of Sciences/Biology for these individuals is still incipient. The objective of this work was to investigate how science/biology teaching takes place for deaf students in the city of Cornélio Procópio-PR and what difficulties are encountered by the students, teachers, and sign language interpreters in the scenario of school inclusion. To reach this goal, we interviewed teachers and interpreters who work in elementary and middle schools of the public network that attend deaf students in Cornélio Procópio. The results of the interviews demonstrated that all those involved in this process face difficulties, the interpreters indicate language as an obstacle to the interpretation of Sciences and Biology classes, since Brazilian Sign Language presents a deficit of lexicons in relation to the Portuguese Language. On the other hand, the main difficulty for the teachers is the lack of preparation to work in classes which include deaf people, jeopardizing not only their interaction with the students, but also the teaching of Sciences and Biology. 


Author(s):  
Adnan Abdulhamid Saati

This research aims at exposing the impact of the variability of presentation ways of visual stimuli and their associated sign-language explanation(visual stimuli without sign-language explanation/ visual stimuli followed by sign-language explanation/ visual stimuli simultaneous with the presentation of sign-language explanation) in educational computer programs on academic achievement of some English words among high school students (deaf group) in the integration program At Ain Jaloot Secondary School and the integration program in Dumah Al Jandal Secondary School. The study population included students of the integration program of the two schools, the sample size was determined and it included (36) deaf students who were randomly distributed into three pilot groups. The prior assessment was applied by using the electronic achievement test prepared by the Quiz Creator application, its reliability and validity were then confirmed by checking the coherence of the three groups. The three pilot groups enrolled for an educational computer program, in which the first group studied the impact of the variability of visual stimuli without sign-language explanation, the second group studied the visual stimuli followed by sign-language explanation, then the third group studied the visual stimuli simultaneous with the presentation of sign-language explanation the groups and each group of the three groups included a sample of 12 deaf students. The results of the study showed: Presence of differences which are statically significant (P value= 0.05) between the average degrees of the three groups in favor of the second group who studied the visual stimuli followed by a sign-language explanation.


2020 ◽  
Vol 19 (1) ◽  
pp. 37-58
Author(s):  
Sunarti Sunarti ◽  
◽  
Jann Hidajat Tjakraatmadja ◽  
Achmad Ghazali ◽  
Benno Rahardyan

2021 ◽  
Vol 102 (2) ◽  
pp. 98-104
Author(s):  
A. Tokzhigitova ◽  
◽  
M. Tokzhigitova

The article provides an analysis of gamified software tools, taking into account the need to clarify the concept of “gamification” in the educational process and the features and principles of this concept. All types of software tools with the ability to gamify learning are divided into groups: game platforms, educational quests, training management services, and game development sites. Within each group the most common platforms in the foreign and domestic educational environment are considered. In the modern educational environment there is an increased interest in the use of digital games to improve the quality of learning, which determines the relevance of the proposed research on the analysis of software tools with the possibility of gamifying the educational process within the requirements of the state, society and education. The use of digital tools during the coronovirus pandemic has become a daily necessity in the lives of students. Gamified software tools facilitate the achievement of educational goals, thanks to the clarity of gamification reflect the capabilities, type of thinking, logical abilities of an individual student. The article analyzes several game platforms and educational quests, on the basis of which the method of gamification of the learning process will be further improved. The research methodology requires the study of information sources of psychological, pedagogical, methodological and technical orientation, the analysis of digital educational games of foreign and domestic authors recognized by the scientific community.


Author(s):  
Geilson Rodrigues Da Silva ◽  
Talina Meirely Nery Dos Santos ◽  
Griscele Souza De Jesus ◽  
Lucas Pereira Gandra

Resumo: A Química é uma Ciência com poucos sinais específicos em Língua Brasileira de Sinais para o ensino de pessoas com surdez. Essa barreira de linguagem pode ocasionar obstáculos de aprendizagem aos estudantes surdos. Sendo assim, a presente pesquisa teve como objetivos catalogar verbetes e criar sinais para a utilização em aulas práticas de Química. Para coleta de dados foram levantados os termos na literatura no dicionário ilustrado trilíngue que possuíssem relações com a disciplina de Química, ao qual foram categorizados a partir da Análise de Conteúdo, em função do seu emprego e utilização. Realizou-se a análise quantitativa dos termos mais presentes em roteiros de aulas experimentais, usadas na disciplina de Química Geral e Experimental Ida Licenciatura em Química do IFMS campus Coxim. Sendo elaborados quatro sinais de instrumentos do laboratório de Química que apresentam potencial para serem utilizados em práticas bilíngues, no ensino superior e médio.Palavras-chave: Educação Bilíngue; Formação de Conceitos Científicos; Práticas Experimentais. Experimentation in chemical education: elaboration signals in libras for laboratory practicesAbstract: Chemistry is a Science with few specific signs in Brazilian Sign Language for teaching deaf people. This language barrier can lead to learning obstacles for deaf students. Thus, the present research had as objectives to catalog entries and to create signals for the use in practical classes of Chemistry. In order to collect data, the terms in the literature in the trilingual illustrated dictionary that had relations with the discipline of Chemistry were categorized from the Content Analysis, according to their use and use. A quantitative analysis of the most present terms was carried out in experimental classes, used in the General Chemistry and Experimental I subject of the Chemistry Degree of the IFMS campus Coxim. Four signs of chemistry laboratory instruments are being developed, which have the potential to be used in bilingual practices in higher and secondary education.Keywords: Bilingual Education; Formation of Scientific Concepts; Experimental Practices. 


Sign in / Sign up

Export Citation Format

Share Document