Pengembangan Game Edukasi Multisensori Berbasis Android Untuk Meningkatkan Kemampuan Menulis Permulaan Anak Cerebral Palsy
Development Of An Android Based Multisensory Educational Game To Improve Early Writing Skill Of Children With Cerebral Palsy
Penelitian ini dilatarbelakangi hasil observasi di SLB YPAC Surabaya yang menunjukkan rendahnya Kemampuan menulis permulaan pada anak Cerebral Palsy. Menulis permulaan merupakan keterampilan dasar yang berperan penting sebagai fondasi pengembangan kemampuan literasi peserta didik. Namun demikian, anak Cerebral Palsy mengalami berbagai hambatan dalam proses menulis, terutama yang berkaitan dengan keterbatasan motorik halus, koordinasi gerak, dan kontrol otot tangan. Kondisi tersebut menuntut adanya media pembelajaran yang adaptif, mudah diakses, dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengembangkan serta menguji efektivitas game edukasi multisensori berbasis Android Tinta Ajaib dalam meningkatkan kemampuan menulis permulaan anak Cerebral Palsy.
Penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri atas enam peserta didik anak Cerebral Palsy di SLB YPAC Surabaya. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket validasi ahli, dan tes kemampuan menulis permulaan. Analisis data dilakukan secara deskriptif kuantitatif serta menggunakan uji statistik nonparametrik untuk mengetahui tingkat validitas, kepraktisan, dan efektivitas media.
Hasil penelitian menunjukkan bahwa game edukasi multisensori berbasis Android Tinta Ajaib dinyatakan sangat valid dengan nilai rata-rata validasi sebesar 90,78%, yang mencakup aspek validitas materi, validitas media, dan kepraktisan penggunaan. Hasil uji efektivitas menunjukkan adanya peningkatan kemampuan menulis permulaan peserta didik setelah menggunakan media, yang ditunjukkan oleh perbedaan hasil pre-test dan post-test yang signifikan secara statistik dengan nilai signifikansi p < 0,05. Media ini mendukung pembelajaran menulis permulaan secara adaptif melalui penerapan pendekatan multisensori yang melibatkan stimulasi visual, auditori, dan kinestetik, serta didukung oleh kegiatan pra-menulis dan penggunaan alat bantu yang sesuai karakteristik anak Cerebral Palsy.
Berdasarkan hasil penelitian tersebut, dapat disimpulkan bahwa game edukasi multisensori berbasis Android Tinta Ajaib layak dan efektif digunakan sebagai media pembelajaran untuk meningkatkan kemampuan menulis permulaan anak Cerebral Palsy
Kata Kunci: game edukasi multisensori, menulis permulaan, Cerebral palsy, Media pembelajaran, Pendidikan Luar Biasa.
This study was motivated by the result of observation conducted at SLB YPAC SURABAYA, which indicated low early writing skill among children with Cerebral Palsy. Early writing skills are fundamental abilities that play an important role as the foundation for the development of students’ literacy. However, children with Cerebral Palsy experience various difficulties in the writing process, particularly related to limitations in fine motor skills, movement coordination, and hand muscle control. These conditions require adaptive, accessible learning media that are aligned with student individual characteristics This study aims to develop and examine the effectiveness of an Android-based multisensory educational game, Tinta Ajaib, in improving early writing skills of children with Cerebral Palsy.
This study employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects were six students with Cerebral Palsy at SLB YPAC Surabaya. Data were collected through observation, interviews, expert validation questionnaires, and early writing skill tests. Data analysis was conducted using descriptive quantitative techniques and nonparametric statistical tests to determine the validity, practicality, and effectiveness of the developed learning media.
The results showed that the Android-based multisensory educational game Tinta Ajaib was categorized as highly valid, with an average validation score of 90.78%, covering material validity, media validity, and practicality aspects. The effectiveness test results indicated a statistically significant improvement in students’ early writing skills after using the media, as evidenced by a significant difference between pre-test and post-test scores with a significance value of p < 0.05. The media supports adaptive early writing instruction through a multisensory approach involving visual, auditory, and kinesthetic stimulation, complemented by pre-writing activities and the use of assistive tools adjusted to the characteristics of children with Cerebral Palsy.
Based on these findings, it can be concluded that Tinta Ajaib is feasible and effective as a learning medium to improve early writing skills of children with Cerebral Palsy and can be utilized as an alternative learning support.
Keyword: multisensory educational game, early writing skill, Cerebral plasy, learning media, special education