| dc.contributor.advisor | Prabandari, Dyah | |
| dc.contributor.advisor | Bonanza, Occy | |
| dc.contributor.author | ZAKIYYAH, RINDRA NISA | |
| dc.date.accessioned | 2024-08-02T02:14:22Z | |
| dc.date.available | 2024-08-02T02:14:22Z | |
| dc.date.issued | 2024 | |
| dc.identifier.uri | http://repository.ipb.ac.id/handle/123456789/155418 | |
| dc.description.abstract | Penyandang 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.sponsorship | Persons 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.iso | id | |
| dc.publisher | IPB University | id |
| dc.title | Nilai Kemanfaatan Permainan Intelegensi "PELUK' terhadap Anak Disabilitas Tunagrahita di Kota Semarang | id |
| dc.title.alternative | Usefulness of 'PELUK' Intelligence Game for Children with Disabilities in Semarang City | |
| dc.type | Tugas Akhir | |
| dc.subject.keyword | Daily Behavior | id |
| dc.subject.keyword | tunagrahita | id |
| dc.subject.keyword | Cognitive | id |
| dc.subject.keyword | Games | id |