Pengembangan Flipbook Digital Berbasis Augmented Reality Sebagai Media Pengenalan Hewan Bagi Anak Autis
Development of Augmented Reality-based Digital as Animal Introduction Media for Autistic Children
Pengenalan hewan merupakan salah satu materi yang perlu diberikan kepada murid autis untuk membantu memahami lingkungan sekitar. Media pembelajaran yang digunakan masih didominasi gambar dua dimensi sehingga kurang memberikan pengalaman belajar yang konkret dan interaktif. Penelitian ini bertujuan mengembangkan flipbook digital berbasis Augmented Reality serta mengetahui kelayakannya sebagai media pengenalan hewan bagi murid autis fase B. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang dibatasi pada tahap analysis, design, dan development. Penelitian dilaksanakan di SLB Al-Azhar Waru Sidoarjo dengan melibatkan ahli media, ahli materi, dan praktisi. Data dikumpulkan melalui kuesioner dan dianalisis menggunakan teknik deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media memperoleh persentase validasi sebesar 96% dari ahli materi, 100% dari ahli materi, dan 86% dari praktisi dengan kategori sangat valid. Berdasarkan hasil tersebut, flipbook digital berbasis Augmented Reality dinyatakan layak digunakan sebagai media pengenalan hewan bagi murid autis fase B.
Animal recognition is one of the learning materials that needs to be introduced to autistic students to help them understand their surrounding environment. The learning media used are still dominated by two-dimensional images, resulting in less concrete and interactive learning experiences. This study aimed to develop an Augmented Reality-based digital flipbook and determine its feasibility as an animal recognition learning medium for Phase B autistic childrens. This study employed the Research and Development (R&D) method using the ADDIE model, which was limited to the analysis, design, and development stages. The research was conducted at SLB Al-Azhar Waru Sidoarjo and involved a media expert, a material expert, and a practitioner. Data were collected through observations, interviews, and validation questionnaires, and were analyzed using descriptive quantitative techniques. The results showed that the developed media obtained validation percentages of 100% from the media expert, 96% from the material expert, and 86% from the practitioner, all of which were categorized as highly valid. Based on these findings, the Augmented Reality-based digital flipbook was considered feasible for use as an animal recognition learning medium for Phase B autistic students.