VIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE
As an independent country, the Deaf in Indonesia is still not free from discrimination and audism, an idea that someone is superior based on their abilities to hear or behave like a hearing person. This happened due to a lack of education about the needs of the deaf. One way to facilitate communi...
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id-itb.:746012023-07-18T14:00:42ZVIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE Safa Regita, Aurellia Indonesia Final Project Board game, Sign language, BISINDO, Teenager INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/74601 As an independent country, the Deaf in Indonesia is still not free from discrimination and audism, an idea that someone is superior based on their abilities to hear or behave like a hearing person. This happened due to a lack of education about the needs of the deaf. One way to facilitate communication with the Deaf is to learn sign language. Therefore, we need a media that can introduce and teaches sign language to adolescents 13-15 years of age, namely virtual board games. This design refers to data obtained from literature reviews and interviews. The Design Result in the use of card-based board games that can be played as flashcards and karuta. With this research, it is hoped that children will recognize and be interested in learning sign language. text |
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Indonesia |
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As an independent country, the Deaf in Indonesia is still not free from
discrimination and audism, an idea that someone is superior based on their abilities
to hear or behave like a hearing person. This happened due to a lack of education
about the needs of the deaf. One way to facilitate communication with the Deaf is
to learn sign language. Therefore, we need a media that can introduce and teaches
sign language to adolescents 13-15 years of age, namely virtual board games. This
design refers to data obtained from literature reviews and interviews. The Design
Result in the use of card-based board games that can be played as flashcards and
karuta. With this research, it is hoped that children will recognize and be interested
in learning sign language.
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format |
Final Project |
author |
Safa Regita, Aurellia |
spellingShingle |
Safa Regita, Aurellia VIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE |
author_facet |
Safa Regita, Aurellia |
author_sort |
Safa Regita, Aurellia |
title |
VIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE |
title_short |
VIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE |
title_full |
VIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE |
title_fullStr |
VIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE |
title_full_unstemmed |
VIRTUAL BOARD GAME DESIGN AS AN EFFORT TO PERSUADE 13-15 YEARS OLD TO LEARN SIGN LANGUAGE |
title_sort |
virtual board game design as an effort to persuade 13-15 years old to learn sign language |
url |
https://digilib.itb.ac.id/gdl/view/74601 |
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1822993878658056192 |