Informasi Umum

Kode

19.05.151

Klasifikasi

004 - Data Processing, Computer Science/Pemrosesan Data, Ilmu Komputer, Teknik Informatika, Hardware Komputer

Jenis

Karya Ilmiah - Thesis (S2) - Reference

Subjek

Informatics

Informasi Lainnya

Abstraksi

<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>

  • CSG523 - ANALISIS ALGORITMA
  • CSG513 - SOCIO INFORMATICS
  • CII633 - ANALISIS ALGORITMA

Koleksi & Sirkulasi

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Pengarang

Nama AULIA RAHMAWATI
Jenis Perorangan
Penyunting PARMAN SUKARNO
Penerjemah

Penerbit

Nama Universitas Telkom, S2 Informatika
Kota Bandung
Tahun 2019

Sirkulasi

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Denda harian IDR 0,00
Jenis Non-Sirkulasi