Model Pembelajaran Animasi Interaktif Kosakatabagi Anak Tunagrahita Berbasis Design Thinking
DOI:
https://doi.org/10.30812/sasak.v8i1.6357Keywords:
Animasi Interaktif, Kosakata, Tunagrahita, Design ThinkingAbstract
Penelitian ini bertujuan mengembangkan model pembelajaran kosakata berbasis animasi interaktif bagi anak tunagrahita menggunakan pendekatan Design Thinking. Metode penelitian menggunakan pendekatan kualitatif deskriptif melalui observasi di SLB Negeri 2 Indramayu, wawancara dengan guru pendamping, serta pengujian prototipe animasi interaktif. Proses perancangan dilakukan melalui tahapan Design Thinking, yakni empati, definisi masalah, ideasi, prototipe, dan pengujian. Hasil penelitian menunjukkan bahwa penggunaan animasi interaktif meningkatkan keterlibatan siswa dalam proses belajar. Sebelum pengujian, siswa cenderung pasif dan kurang tertarik pada materi pembelajaran, sedangkan setelah implementasi animasi, siswa menjadi lebih aktif, menunjukkan minat belajar yang lebih tinggi, serta lebih mudah memahami huruf dan warna. Penerapan prinsip animasi seperti timing and spacing, squash and stretch, dan slow in and slow out membantu siswa memahami materi secara bertahap melalui pengulangan visual dan gerakan terstruktur. Penelitian ini menunjukkan bahwa animasi interaktif mampu menciptakan pengalaman belajar multisensori yang lebih inklusif dan adaptif bagi anak tunagrahita.
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