Interactive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung)
<p align="justify"> Indonesia is a country with the most visually impaired in Southeast Asia. The three main problems for visually impaired are mobilization, orientation and conceptual understanding. This research criticized the understanding of basic concepts as a major problem that...
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id-itb.:275932018-06-29T10:45:12ZInteractive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung) TIARA MAHARANY (NIM: 17514018), GUNANDA Indonesia Final Project INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/27593 <p align="justify"> Indonesia is a country with the most visually impaired in Southeast Asia. The three main problems for visually impaired are mobilization, orientation and conceptual understanding. This research criticized the understanding of basic concepts as a major problem that is very influential on life and the basis of academic, social, and psychomotor learning, so it should be introduced as early as possible. Understanding the concept for growing age of visually impaired requires an appropriate and supportive educational tool for growth activities that will be useful in daily life. If conceptual learning is not given correctly it can results in poor concept for the visually impaired itself. <br /> <br /> This research was conducted by quantitative method by taking samples from some children with visually impaired in SDLB A Bandung between 1st to 3rd grade elementary school students. In addition, the authors conducted a search of data from literature, field observation, interviews and consultations to teachers and psychologists who aim to find solutions that fit the problems in order to produce a best design. <br /> <br /> Until finally the interactive educational games become the best choice to meet those needs. With the concrete products, it will facilitate the learning for the introduction of the concept for children with visually impaired in the age of growth. An interactive educational game is designed by considering aspects of human learning mode with auditory, visual and kinesthetic learning styles, so that children with visually impaired involved in this learning system get their learning styles in a fun way by utilizing the remaining senses. <p align="justify"> text |
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<p align="justify"> Indonesia is a country with the most visually impaired in Southeast Asia. The three main problems for visually impaired are mobilization, orientation and conceptual understanding. This research criticized the understanding of basic concepts as a major problem that is very influential on life and the basis of academic, social, and psychomotor learning, so it should be introduced as early as possible. Understanding the concept for growing age of visually impaired requires an appropriate and supportive educational tool for growth activities that will be useful in daily life. If conceptual learning is not given correctly it can results in poor concept for the visually impaired itself. <br />
<br />
This research was conducted by quantitative method by taking samples from some children with visually impaired in SDLB A Bandung between 1st to 3rd grade elementary school students. In addition, the authors conducted a search of data from literature, field observation, interviews and consultations to teachers and psychologists who aim to find solutions that fit the problems in order to produce a best design. <br />
<br />
Until finally the interactive educational games become the best choice to meet those needs. With the concrete products, it will facilitate the learning for the introduction of the concept for children with visually impaired in the age of growth. An interactive educational game is designed by considering aspects of human learning mode with auditory, visual and kinesthetic learning styles, so that children with visually impaired involved in this learning system get their learning styles in a fun way by utilizing the remaining senses. <p align="justify"> |
format |
Final Project |
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TIARA MAHARANY (NIM: 17514018), GUNANDA |
spellingShingle |
TIARA MAHARANY (NIM: 17514018), GUNANDA Interactive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung) |
author_facet |
TIARA MAHARANY (NIM: 17514018), GUNANDA |
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TIARA MAHARANY (NIM: 17514018), GUNANDA |
title |
Interactive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung) |
title_short |
Interactive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung) |
title_full |
Interactive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung) |
title_fullStr |
Interactive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung) |
title_full_unstemmed |
Interactive Educational Facilities To Introduction Basic Concepts In Children's Disability Class 1-3 Extraordinary Primary School A (Case study: SDLB A Bandung) |
title_sort |
interactive educational facilities to introduction basic concepts in children's disability class 1-3 extraordinary primary school a (case study: sdlb a bandung) |
url |
https://digilib.itb.ac.id/gdl/view/27593 |
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