The Implementation of Tangible Interaction in Microcontroller-Based Interactive Animal Introduction Game “MARGA” for Intellectual Disability Children

Authors

  • Rio Korio Utoro School of Applied Science, Telkom University, Indonesia http://orcid.org/0000-0001-7549-9051
  • Putri Ilyassani School of Applied Science, Telkom University, Indonesia
  • Benedicta Butarbutar School of Applied Science, Telkom University, Indonesia
  • Fathari Zain Hardianto School of Applied Science, Telkom University, Indonesia
  • M. Fauzi Usda School of Applied Science, Telkom University, Indonesia

DOI:

https://doi.org/10.25124/ijait.v7i01.5981

Keywords:

Game, intellectual disability, learning animals, intellectual disability children, montessori, tangible interaction

Abstract

According to the interview results with the headmaster of Autism Pelita Hafidzh Bandung Special School, children with intellectual disabilities have learning limitations, including difficulty remembering, quickly forgetting, being distracted, having little interest, and IQ below the average of normal children. Therefore, the innovation of the MARGA game, an acronym for Multimedia Embedded Rig for Guided Assistant, was created using tangible interaction to assist these children in learning about animals. Technical testing was conducted twice, namely testing the suitability of tags and the speed of tag reading time, resulting in an average speed of reading RFID tags of 2,653 seconds. In addition to conducting beta testing on two children with intellectual disabilities at Autism Pelita Hafidzh Bandung Special School. Research shows that children with intellectual disabilities who have tried playing MARGA reach the learning target set by Autism Pelita Hafidzh Bandung Special School more quickly.

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Published

2023-07-28

Issue

Section

Articles