19.05.151
004 - Data Processing, Computer Science/Pemrosesan Data, Ilmu Komputer, Teknik Informatika, Hardware Komputer
Karya Ilmiah - Thesis (S2) - Reference
Informatics
<p>Dyslexia has a lack of ability which causes other disturbances to social-emotional development. Based on an interview with the Chair of the Indonesian Dyslexia Association, increasing self-awareness is one form of dyslexia therapy to reduce that problem. Therefore there is a need for increasing self-awareness to solve that problem, whereas such technology the closest has not been fit with dyslexic children need. Then this study tries to focus on designed and developed CISELexia (Computer-Based Method for Improving Self-Awareness in Children with Dyslexia) technology using a gamification approach. It aims to help dyslexic children improve their competencies by increasing their self-awareness. Based on the implementation results CISELexia can increase the child's self-awareness state according to the rubric questionnaire given for about 10%.</p> <p><strong>Keyword:</strong> Dyslexia, Emotional-intelligence, Self-awareness, Gamification</p>
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Nama | AULIA RAHMAWATI |
Jenis | Perorangan |
Penyunting | PARMAN SUKARNO |
Penerjemah |
Nama | Universitas Telkom, S2 Informatika |
Kota | Bandung |
Tahun | 2019 |
Harga sewa | IDR 0,00 |
Denda harian | IDR 0,00 |
Jenis | Non-Sirkulasi |