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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Bibliographic Details
Main Author: Safa Regita, Aurellia
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/74601
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:74601
spelling 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
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
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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