PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS MICROSOFT SWAY TERHADAP KEMAMPUAN MEMBACA PEMAHAMAN MATERI TEKS FIKSI PESERTA DIDIK TUNARUNGU DI SMPLB KARYA MULYA SURABAYA
Abstract
ABSTRAK
Peserta didik tunarungu kesulitan dalam pemahaman membaca materi teks cerita fiksi yang berdampak pada hasil belajar rendah. Penelitian ini bertujuan untuk mengembangkan bahan ajar digital berbasis Microsoft Sway guna meningkatkan kemampuan membaca pemahaman teks fiksi pada peserta didik tunarungu di SMPLB Karya Mulya Surabaya. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE, yang mencakup tahapan Analysis, Design, dan Development. Subjek dalam penelitian ini terdiri atas ahli materi, ahli media, serta guru sebagai praktisi pendidikan. Berdasarkan hasil validasi para ahli, bahan ajar yang dikembangkan dinilai "sangat layak" dengan rata-rata persentase sebesar 90%, dilihat dari aspek kelayakan isi, tampilan visual, dan kemudahan penggunaan. Sementara itu, hasil uji kelayakan oleh praktisi memperoleh rata-rata persentase sebesar 87,5% dengan kategori yang sama, yaitu "sangat layak". Penelitian pengembangan ini dilengkapi fitur cerita bercabang interaktif serta glosarium bergambar, yang dirancang agar ramah dan sesuai dengan kebutuhan peserta didik tunarungu. Hasil penelitian ini menunjukkan produk bahan ajar digital berbasis Microsoft Sway layak digunakan pada materi teks fiksi mata pelajaran Bahasa Indonesia.
Kata kunci: bahan ajar, membaca, teks fiksi, tunarungu
ABSTRACT
Deaf students have difficulty in understanding reading fictional story text material which has an impact on low learning outcomes. This study aims to develop digital teaching materials based on Microsoft Sway to improve the reading comprehension skills of fictional texts in deaf students at Special Junior High Schools Karya Mulya Surabaya. This study uses a Research and Development (R&D) approach with the ADDIE development model, which includes the stages of Analysis, Design, and Development. The subjects in this study consisted of material experts, media experts, and teachers as education practitioners. Based on the results of the expert validation, the teaching materials developed were considered "very feasible" with an average percentage of 90%, seen from the aspects of content feasibility, visual appearance, and ease of use. Meanwhile, the results of the feasibility test by practitioners obtained an average percentage of 87.5% with the same category, namely "very feasible". This development research is equipped with interactive branching story features and illustrated glossaries, which are designed to be friendly and in accordance with the needs of deaf students. The results of this study indicate that digital teaching material products based on Microsoft Sway are feasible to use on fictional text material for Indonesian language subjects.
Keywords: teaching materials, reading, fictional text, deaf
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