dc.contributor.advisor | Syah Putra, Mohammad Fadly | |
dc.contributor.advisor | Pulungan, Annisa Fadhillah | |
dc.contributor.author | Asy Syifa, Asruri Salwa | |
dc.date.accessioned | 2025-07-25T02:23:44Z | |
dc.date.available | 2025-07-25T02:23:44Z | |
dc.date.issued | 2025 | |
dc.identifier.uri | https://repositori.usu.ac.id/handle/123456789/107371 | |
dc.description.abstract | Autism Spectrum Disorder (ASD) is a neurological developmental condition that affects
an individual's ability to communicate and interact socially, including in the context of
education. Children with ASD often face challenges in maintaining attention and focus
during learning, which can impede their educational progress. This study aims to
explore the application of gamification and Virtual Reality (VR) technology in the
learning of animals and biomes for children with ASD. These technologies are
integrated with Pedagogic Agents to create a more interactive and personalized
learning experience tailored to the needs of each child. The results of the testing reveal
that the application combining gamification and VR with Pedagogic Agents has a
positive impact on students with ASD. Children can acquire knowledge in a more
enjoyable and memorable way, as well as show improvements in their ability to stay
focused and engaged in learning. Additionally, their cognitive abilities and problem-
solving skills have improved, along with their capacity to understand more complex
instructions. Overall, the study demonstrates that the implementation of gamification,
VR, and Pedagogic Agents can provide an effective and enjoyable learning experience
for children with ASD and contribute to improved learning outcomes. This is evidenced
by UXKQ testing on the animal and biome learning application, where 86% strongly
agreed on the aspect of learning development, 86.25% strongly agreed on the overall
application, and 86.7% strongly agreed on the design and layout. In general, the animal
and biome learning application, through N-Gain and Mean Value analysis, shows that
the majority of students, 70%, experienced moderate improvement. | en_US |
dc.language.iso | id | en_US |
dc.publisher | Universitas Sumatera Utara | en_US |
dc.subject | Gangguan Spektrum Autisme | en_US |
dc.subject | Virtual Reality | en_US |
dc.subject | Pedagogic Agent | en_US |
dc.subject | Autism Spectrum Disorder | en_US |
dc.title | Penerapan Pedagogic Agent dan Virtual Reality dalam Pembelajaran Hewan & Bioma pada Anak Autis | en_US |
dc.title.alternative | The Application of Pedagogic Agent and Virtual Reality in Animal & Biome Learning for Children with Autism | en_US |
dc.type | Thesis | en_US |
dc.identifier.nim | NIM201402083 | |
dc.identifier.nidn | NIDN0029018304 | |
dc.identifier.nidn | NIDN0009089301 | |
dc.identifier.kodeprodi | KODEPRODI59201#Teknologi Informasi | |
dc.description.pages | 107 Pages | en_US |
dc.description.type | Skripsi Sarjana | en_US |
dc.subject.sdgs | SDGs 4. Quality Education | en_US |