Mobile Learning Application on Two-Dimensional Figure Material for Children with Intellectual Disabilities

Authors

  • Ahmad Pausi Institut Teknologi dan Bisnis Bina Sarana Global
  • Mohamad Rayhan Noerfikri Institut Teknologi dan Bisnis Bina Sarana Global
  • Rahmat Tullah Institut Teknologi dan Bisnis Bina Sarana Global
  • Ferawati Institut Teknologi dan Bisnis Bina Sarana Global

DOI:

10.33395/sinkron.v9i2.14566

Keywords:

Mobile learning, application, intellectual disabilities, two-dimensional figure

Abstract

Mobile learning apps are widely acknowledged for their effectiveness in enhancing learning results. This study aims to develop and validate an mobile learning app for computer two dimensional figure. Using the userfriendly App figma platform known for visual programming, it integrates interactive modules and multimedia for diverse learning styles. The study adopted a Research and Development approach following the ADDIE model (analysis, design, development, implementation, and evaluation). The research was conducted at SKh YKDW 02 Tangerang and involved 6 students. The outcomes pertaining to validation experts percentage scores are as follows: The aspect of media and design received a score percentage of 91,25%, affirming its very valid. Students responses the average percentage for the four assessment aspects clarity of material, motivation, interest, and easy of use navigation reached 91,10%, placing it in the very good category. The development of this mobile learning application for two dimensional figure material for children with intellectual disabilities material demonstrates significant potential as an innovative educational tool.

GS Cited Analysis

Downloads

Download data is not yet available.

References

Al-Abdullatif, A. M., & Gameil, A. A. (2021). The Effect of Digital Technology Integration on Students’ Academic Performance through Project-Based Learning in an E-learning Environment. International Journal of Emerging Technologies in Learning (iJET), 16(11), 189–210. Doi: 10.3991/IJET.V16I11.19421

Bahcali, T., & Ozen, A. (2019). Effectiveness of Video Modeling Presented by Tablet PC on Teaching Job Interview Skills to Individuals with Developmental Disabilities. Education And Training In Autism And Developmental Disabilities, 54(3), 249-262.

Baglama, B., Yikmis, A., & Uzunboylu, H. (2022). The effects of computer-based video modelling on teaching problem-solving skills to students with intellectual disabilities. Croatian Journal of Education, 24(3), 689-717

Capio, C. M., & Eguia, K. F. (2021). Object Control Skills Training for Children With Intellectual Disability: An Implementation Case Study. Sage Open, 11(3). https://doi.org/10.1177/21582440211030603

Cheng, S. C., & Lai, C. L. (2020). Facilitating learning for students with special needs: A review of technology-supported special education studies. Journal of Computers in Education, 7(2), 131-153.

Christiana, A. O., Gyunka, B. A., & Noah, A. (2020). Android Malware Detection through Machine Learning Techniques: A Review. International

Journal of Online and Biomedical Engineering (iJOE), 16(02), 14–30

Elas, N. I. B., Majid, F. B. A., & Narasuman, S. A. (2019). Development of Technological Pedagogical Content Knowledge (TPACK) For English Teachers:

The Validity and Reliability. International Journal of Emerging Technologies in Learning (iJET), 14(20), 18–33. Doi: 10.3991/IJET.V14I20.11456.

Gupta, Y., Khan, F. M., & Agarwal, S. (2021). Exploring Factors Influencing Mobile Learning in Higher Education – A Systematic Review. International Journal of Interactive Mobile Technologies (iJIM), 15(12), 140–157.

doi: 10.3991/IJIM.V15I12.22503

Huda, A. et al. (2021). Augmented RealityTechnology as a Complement on Graphic Design to Face Revolution Industry 4.0 Learning and

Competence: The Development and Validity. International Journal of Interactive Mobile Technologies (iJIM), 15(05), 116–126. doi: 10.3991/IJIM.V15I05.20905

Karabıyık , V., Nuri, C., Bağlama, B., Haksız , M. (2024). Teaching spatial concepts to children with intellectual disabilities: A comparison of simultaneous prompting presented via tablets and visual cards. Pegem Journal of Education and Instruction, 14(1), 118-126.doi: 10.47750/pegegog.14.01.14

Kowiyah, K., & Margiaty, M. (2024). Development of Two-Dimensional Figure Jenga Media to Improve Students’ Learning Outcome in Elementary School. JIP Jurnal Ilmiah PGMI, 10(1), 89-101. https://doi.org/10.19109/jip.v10i1.23940

Lukkarinen, A., Malmi, L., & Haaranen, L. (2021).

Event-driven programming in programming education: a mapping review. ACM Transactions on Computing Education (TOCE), 21(1), 1-31.

doi: 10.1145/3423956.

Liu, G. . (2022). Research on the Relationship between Students’ Learning Adaptability and Learning Satisfaction under the Mobile Media Environment. International Journal of Emerging Technologies in Learning (iJET), 17(2), 43–58.

Doi: 10.3991/IJET.V17I02.28549

Odabasi, M. B., Uzunboylu, H., Popova, O. V., Kosarenko, N. N., & Ishmuradova, I. I. (2019). Science Education and Mobile Learning: A Content Analysis Review of the Web of Science Database. International Journal of Emerging Technologies in Learning (iJET), 14(22), 4–18. Doi: 10.3991/IJET.V14I22.11744

Perez, O. et al. (2023) Validated assessment tools for screen media use: A systematic review. PLoS One, 18(4). Doi: 10.1371/JOURNAL.PONE.0283714

Roldan-Alvarez, D., Martin, E., & Haya, P. A. (2021). Collaborative video-based learning using tablet computers to teach job skills to students with intellectual disabilities. Education Sciences, 11(8), 437-454

Schöld, D., Rickard Östergren, R, Anna Levén, A. (2024). App-based mathematical intervention for youth with intellectual disabilities: a randomised controlled trial, Scandinavian Journal of Educational Research, 68:4, 689-701, doi: 10.1080/00313831.2023.2175250

Staiano, F. (2022). Designing and Prototyping Interfaces with Figma: Learn essential UX/UI design principles by creating interactive prototypes for mobile, tablet, and desktop. Packt Publishing.

Stranger, P.A., Varas, G., & Mobuchon, G. (2023). Managing Inter-University Digital Collaboration from a Bottom-Up Approach: Lessons from Organizational, Pedagogical, and Technological Dimensions. Sustainability, 15(18), 13470. Doi: 10.3390/SU151813470

Sugiyanto, S., Setiawan, A., Hamidah, I., & Ana, A. (2020). Integration of mobile learning and projectbased learning in improving vocational school competence. Journal of Technical Education and Training, 12(2), 55-68. Doi: 10.30880/jtet.2020.12.02.006

Wangenheim, C., da Cruz Alves, N., Fortuna Ferreira, M.N., Hauck, J.C.R. (2023). Creating Mobile Applications with App Inventor Adopting Computational Action. In Keane, T., Fluck, A.E. (eds) Teaching Coding in K-12 Schools. Springer, Cham. Doi: 10.1007/978-3-031-21970-2_20.

World Health Organization. (2019). International Statistical Classification of Diseases and Related Health Problems (11th ed.). https://icd.who.i

Downloads


Crossmark Updates

How to Cite

Pausi, A., Rayhan Noerfikri, M., Tullah, R., & Ferawati, F. (2025). Mobile Learning Application on Two-Dimensional Figure Material for Children with Intellectual Disabilities. Sinkron : Jurnal Dan Penelitian Teknik Informatika, 9(2), 605-614. https://doi.org/10.33395/sinkron.v9i2.14566