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Peran Teknologi Pembelajaran dalam Mendukung Anak Diskalculia di Indonesia: Sebuah Tinjauan Sistematis
DOI:
https://doi.org/10.31004/obsesi.v9i5.7121Keywords:
Diskalkulia, Teknologi Pembelajaran, SLR, PRISMAAbstract
Diskalkulia adalah keadaan dimana seseorang siswa tidak mampu memahami konsep dasar matematika bukan karena gangguan pada indra tapi kemampuan memahami konteks abstak. Penelitian ini bertujuan untuk mengetahui teknologi pembelajaran yang sering dipakai dan yang paling efektif untuk di terapkan pada anak dengan gangguan belajar diskalkulia di Indoensia. Tinjauan literatur sistem adalah metode yang digunakan dalam penelitian ini dengan pedoman PRISMA sehingga didapatkan 9 artikel berdasarkan kriteria inklus dan eksklusi. Hasil SLR menunjukan bahwa teknologi berbasis digital, visual, audio, dan game adalah teknologi yang sering di gunakan seperti Manipulatif Konkret; Media Montessori; Game Edukatif Audio-AR; E-Comic Berbasis Budaya Lokal; Media Gambar Interaktif; dan Media berbasis Game Aplikasi ataupun Game Tradisonal. Paling efektif digunakan pada pendidikan sekolah di Indonesia adalah manipulative konkret, mentessori dan game edukatif audio-AR.
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