Rahmantara, Andi. 2018.The Effect of Playing Fishing Number Game towards
Counting Abilty for Student With Intellectual Disability in Grade V Of SDLB Idayu 1 Kota Malang. Essay. Special Education Program. Faculty of Education. State University of Malang. Supervisor (1) Drs. Ir. Endro Wahyuno, M. Si (2) Drs. Usep Kustiawan, M. Sn
Keyword : intelectual disability, Fishing Number Game, learning outcomes
Intelectual disability is the state of a person with obstacle mental
development in the aspects of intelligence, social, and other mental functions. Required modifications in learning so that students can be interested in following the learning. Fishing numbers game is one of the modified forms of play so that students can be interested in learning, especially in math learning. The formulation of the problem in this research is: whether the fishing number game media can increase students in recognizing the number of students with intelectual disorder grade V SDLB Idayu 1 Malang?. This research uses quantitative method with experimental research type. Data were collected by population and sample, independent and dependent variable, research instrument, validation, data collecting, data analysis using Wilcoxon test with pre-test and post-test result, hypothesis test. The result of this research is the influence of the game fishing numbers game media to the results of learning mathematics students of grade V SDLB Idayu 1 Malang. The Wilcoxon test obtained by Thitung obtained 15. The critical value of Wilcoxon test α = 0,05 and n = 5 (number of samples) from Wilcoxon test and obtained Ttable obtained 1. From the result of calculation stated that H0 rejected and H1 received for Thitung (0 ) ≤ Tables (1). The conclusion of this research is the average pre-test result is 47 and the result of the mean post-test is 72. Thus, there is influence of fishing number games to the mathematics learning result on the students with intelectual disorder. Suggestions: (1) for SLB teachers are expected to apply the game method in more variation in the class so that students can enthuciast and active in following the learning so as to improve the results of the student's numeracy ability, (2) For schools are suggested to provide a more interesting learning media students are not bored in learning
Increasing The Mean Percentage Score (MPS) of Grade 9 and Grade 10 Learners of San Roque National High School Through Project 1WRS (1 Week Review System Using Interactive Games)
Psychology and Education: A Multidisciplinary Journal