Proceedings of the 2014 International Conference on Advances in Education Technology

Android Technology-Based Educative Games for Children with Intellectual Disability: A Case Study at Yayasan Peduli Kasih Anak Berkebutuhan Khusus

Authors
Masruroh, Fedela L. Maliki, Sawitri R. Hadiati, Tuti Budirahayu
Corresponding author
Masruroh
Keywords
Educative games, intellectual disability, reading skill
Abstract
The mental age of children with Intellectual Disability (ID) is lower than their chronological age. They have limited ability to memorize something. Therefore, it is difficult for them to learn how to read, particularly in recognizing letters and spelling words. The use of appropriate technology and importance of the closest people around them may optimize their intellectual development. One of the technology can be used in this case is educative games applications from Play store. This kind of game applications can attract them and provide assistance in learning. The objective of this study is to describe the effectiveness of educative games “Marbel Huruf and Belajar Membaca” to assist children with ID in reading in the first stage. This study is limited only in reading due to a complexity of this ability. The subject of this study was one of Yayasan Kasih Anak Berkebutuhan Khusus’ (YPKABK) female students with Down syndrome, whose age is 15 years old, but her mental age is still in 5 and she cannot read yet. Data of student’s reading skill were obtained through observations. Observations were done during a month period. It was conducted between the middle of May and the middle of June. It was done repeatedly for giving her a chance to repeat what she has learned. The result showed subject’s enthusiasm through learning activities, high motivation, and an increase in ability even she has not reached an optimum stage yet. Family’s interaction and participation were also necessary. This finding suggests that the teaching and learning process at YPKABK be embedded with technology (ICT).
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