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dc.contributor.advisorPrabandari, Dyah
dc.contributor.advisorBonanza, Occy
dc.contributor.authorZAKIYYAH, RINDRA NISA
dc.date.accessioned2024-08-02T02:14:22Z
dc.date.available2024-08-02T02:14:22Z
dc.date.issued2024
dc.identifier.urihttp://repository.ipb.ac.id/handle/123456789/155418
dc.description.abstractPenyandang disabilitas adalah setiap orang yang mengalami keterbatasan fisik, intelektual, mental, dan/atau sensorik dalam jangka waktu lama yang dalam berinteraksi dengan lingkungan dapat mengalami hambatan dan kesulitan untuk berpartisipasi secara penuh dan efektif dengan warga negara lainnya berdasarkan kesamaan hak (Sholeh, 2015). Tunagrahita masuk ke dalam disabilitas intelektual dengan tingkat intelegensinya atau intelligence Quotient (IQ) berada di bawah rata rata. Pada penelitian ini terdapat 59 responden anak tunagrahita dari 4 SLB di Kota Semarang. Penelitian ini bertujuan untuk mengidentifikasi perilaku keseharian anak tunagrahita, mengidentifikasi perilaku keseharian ibu pada masa kehamilan, membuat permainan yang dapat menjadi sarana rekreasi bagi anak tunagrahita, menilai kemanfataan permainan agar menjadi sarana rekreasi bagi anak tunagrahita. Pada penelitian ini menggunakan observasi.wawancara (open ended), dan penyebaran kuesioner sebagai teknik pengambilan data, sedangkan dalam menganalisis data dilakukan dengan menggunakan tabel distribusi frekuensi dan uji wilcoxon signed rank test. Anak tunagrhita dengan keterbatasannya memerlukan bantuan untuk melakukan keseharainnya. Pada saat mengandung tidak terdapat keluhan yang dirasakan para Ibu sehingga para Ibu menjalakan kehidupannya seperti wanita hamil pada umumnya, namun sekitar 4 bulan setelah kelahiran, anak anak disabilitas tunagrahita baru terdiagnosis mengalami hambatan dalam perekembangan intelektual. Keterbatasan ini membuat anak-anak tunagrahita memerlukan media pembelajaran yang dapat menarik perhatiannya melalui permainan papan intelgensi “PELUK” (Tempel Huruf dan Angka)
dc.description.sponsorshipPersons with disabilities are every person who experiences physical, intellectual, mental, and/or sensory limitations for a long period of time. physical, intellectual, mental, and/or sensory limitations for a long period of time who in interact with the environment can experience obstacles and difficulties to participate fully and effectively with other citizens based on equal rights (Sholeh, 2015). equal rights (Sholeh, 2015). Tunagrahita is categorized as an intellectual disability with a level of intelligence or intelligence quotient (IQ) that is below average. average. In this study there were 59 respondents from 4 special schools in Semarang City. Semarang. This study aims to identify the daily behavior of children, identify the daily behavior of mothers during pregnancy, make games that can be a means of recreation for children with disabilities, assess the usefulness of the game to be a means of recreation for children with disabilities. This study used observation, interviews (open ended), and questionnaires as data collection techniques. questionnaires as data collection techniques, while in analyzing the data analyzing data is done using frequency distribution tables and wilcoxon signed rank test. Children with disabilities need assistance to carry out their daily lives. During pregnancy, there were no complaints felt by mothers so that mothers carry out their lives like pregnant women in general. like a pregnant woman in general, but about 4 months after birth, children with children with disabilities are only diagnosed as having obstacles in intellectual development. intellectual development. This limitation makes the children need learning media that can attract their attention. require learning media that can attract their attention through intelligence board game "PELUK" (Stick Letters and Numbers).
dc.language.isoid
dc.publisherIPB Universityid
dc.titleNilai Kemanfaatan Permainan Intelegensi "PELUK' terhadap Anak Disabilitas Tunagrahita di Kota Semarangid
dc.title.alternativeUsefulness of 'PELUK' Intelligence Game for Children with Disabilities in Semarang City
dc.typeTugas Akhir
dc.subject.keywordDaily Behaviorid
dc.subject.keywordtunagrahitaid
dc.subject.keywordCognitiveid
dc.subject.keywordGamesid


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