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References
- American Academy of Pediatrics, “Children with Intellectual Disabilities,” 2015. https://www.healthychildren.org/English/health-issues/conditions/developmental-disabilities/Pages/Intellectual-Disability.aspx (accessed Jan. 27, 2022).
- W. Novayani, “Learning Impact Role Playing Game Edukasi Terhadap Motivasi Belajar Sejarah Siswa,” vol. 8, no. 1, pp. 94–102, 2022.
- K. R. Winatha and I. M. D. Setiawan, “Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar,” Sch. J. Pendidik. dan Kebud., vol. 10, no. 3, pp. 198–206, 2020, doi: 10.24246/j.js.2020.v10.i3.p198-206.
- D. W. Shaffer and J. P. Gee, How computer games help children learn. NewYork: Palgrave Macmillan US, 2007.
- J. P. Gee, “What Video Games Have to Teach Us about Learning and Literacy,” Educ. + Train., vol. 46, no. 4, pp. 175–178, 2004, doi: 10.1108/et.2004.00446dae.002.
- Y. M. Shiue, Y. C. Hsu, and Y. C. Liang, “Investigating elementary students’ epistemological beliefs, game preference by applying game-based learning to a history course,” Proc. IEEE Int. Conf. Adv. Mater. Sci. Eng. Innov. Sci. Eng. IEEE-ICAMSE 2016, pp. 460–462, 2017, doi: 10.1109/ICAMSE.2016.7840358.
- Y. P. Singh and A. Agarwal, “Teaching Mathematics to Children with Mental Retardation using Computer Games,” vol. 2, no. 1, pp. 44–58, 2013.
- W. Novayani and H. Sasmita, “Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja,” Edumatic J. Pendidik. Inform., vol. 4, no. 2, pp. 146–154, 2020, doi: 10.29408/edumatic.v4i2.2683.
- S. S. Farooq, H. Rahman, S. A. N. Raza, M. Raees, and S. K. Jung, “Design for Game-based Learning Application: An Effective Integration of Technology to Support Learning,” IEEE Access, vol. 10, no. October, pp. 1–1, 2022, doi: 10.1109/access.2022.3221473.
- D. Kuswardhana, S. Hasegawa, and Juhanaini, “The instructional thematic game for children with mild mental retardation: For enhancement of left-right recognition skill,” Int. J. Electr. Comput. Eng., vol. 7, no. 1, pp. 469–478, 2017, doi: 10.11591/ijece.v7i1.pp469-478.
- W. Novayani, S. R. Ramadhani, and I. Hartono, “Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan,” Edumatic J. Pendidik. Inform., vol. 5, no. 2, pp. 315–324, 2021, doi: 10.29408/edumatic.v5i2.4196.
- F. Y. Al Irsyadi, S. L. M. Sholihah, and E. Sudarmilah, “Game Edukasi Merawat Diri Untuk Anak Tunagrahita Tingkat Sekolah Dasar Berbasis Kinect Xbox 360,” Simetris J. Tek. Mesin, Elektro dan Ilmu Komput., vol. 7, no. 2, pp. 693–700, 2016, doi: 10.24176/simet.v7i2.783.
References
American Academy of Pediatrics, “Children with Intellectual Disabilities,” 2015. https://www.healthychildren.org/English/health-issues/conditions/developmental-disabilities/Pages/Intellectual-Disability.aspx (accessed Jan. 27, 2022).
W. Novayani, “Learning Impact Role Playing Game Edukasi Terhadap Motivasi Belajar Sejarah Siswa,” vol. 8, no. 1, pp. 94–102, 2022.
K. R. Winatha and I. M. D. Setiawan, “Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar,” Sch. J. Pendidik. dan Kebud., vol. 10, no. 3, pp. 198–206, 2020, doi: 10.24246/j.js.2020.v10.i3.p198-206.
D. W. Shaffer and J. P. Gee, How computer games help children learn. NewYork: Palgrave Macmillan US, 2007.
J. P. Gee, “What Video Games Have to Teach Us about Learning and Literacy,” Educ. + Train., vol. 46, no. 4, pp. 175–178, 2004, doi: 10.1108/et.2004.00446dae.002.
Y. M. Shiue, Y. C. Hsu, and Y. C. Liang, “Investigating elementary students’ epistemological beliefs, game preference by applying game-based learning to a history course,” Proc. IEEE Int. Conf. Adv. Mater. Sci. Eng. Innov. Sci. Eng. IEEE-ICAMSE 2016, pp. 460–462, 2017, doi: 10.1109/ICAMSE.2016.7840358.
Y. P. Singh and A. Agarwal, “Teaching Mathematics to Children with Mental Retardation using Computer Games,” vol. 2, no. 1, pp. 44–58, 2013.
W. Novayani and H. Sasmita, “Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja,” Edumatic J. Pendidik. Inform., vol. 4, no. 2, pp. 146–154, 2020, doi: 10.29408/edumatic.v4i2.2683.
S. S. Farooq, H. Rahman, S. A. N. Raza, M. Raees, and S. K. Jung, “Design for Game-based Learning Application: An Effective Integration of Technology to Support Learning,” IEEE Access, vol. 10, no. October, pp. 1–1, 2022, doi: 10.1109/access.2022.3221473.
D. Kuswardhana, S. Hasegawa, and Juhanaini, “The instructional thematic game for children with mild mental retardation: For enhancement of left-right recognition skill,” Int. J. Electr. Comput. Eng., vol. 7, no. 1, pp. 469–478, 2017, doi: 10.11591/ijece.v7i1.pp469-478.
W. Novayani, S. R. Ramadhani, and I. Hartono, “Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan,” Edumatic J. Pendidik. Inform., vol. 5, no. 2, pp. 315–324, 2021, doi: 10.29408/edumatic.v5i2.4196.
F. Y. Al Irsyadi, S. L. M. Sholihah, and E. Sudarmilah, “Game Edukasi Merawat Diri Untuk Anak Tunagrahita Tingkat Sekolah Dasar Berbasis Kinect Xbox 360,” Simetris J. Tek. Mesin, Elektro dan Ilmu Komput., vol. 7, no. 2, pp. 693–700, 2016, doi: 10.24176/simet.v7i2.783.