Application of Gamification in Sign Language Learning: Silent Script Application Design
DOI:
https://doi.org/10.69933/v5br4y88Keywords:
Gamification, Sign Language Learning, Mobile Applications, Educational Innovation, Sign Language, Educational TechnologyAbstract
Learning sign language is an important aspect of communication for individuals with hearing loss. However, this learning process often faces various obstacles that can reduce motivation and learning effectiveness. This research aims to overcome this problem through the application of gamification in sign language learning by designing a mobile application called Silent Script. Gamification, namely the use of game elements in non-game contexts, is applied to increase learner motivation, engagement and retention. The Silent Script app is designed with interactive features such as video-based tutorials, challenges, a reward system, and an online community. The application development process includes the empathy, define, ideate, prototyping, and code implementation stages, followed by comprehensive testing to ensure the quality and functionality of the application. The research results show that the Silent Script application can help students understand sign language more effectively and have fun. It is hoped that the implementation of gamification in this application can be an innovative solution to support inclusive education and increase the accessibility of sign language learning.
Abstract
Learning sign language is an important aspect of communication for individuals with hearing loss. However, this learning process often faces various obstacles that can reduce motivation and learning effectiveness. This research aims to overcome this problem through the application of gamification in sign language learning by designing a mobile application called Silent Script. Gamification, namely the use of game elements in non-game contexts, is applied to increase learner motivation, engagement and retention. The Silent Script app is designed with interactive features such as video-based tutorials, challenges, a reward system, and an online community. The application development process includes the empathy, define, ideate, prototyping, and code implementation stages, followed by comprehensive testing to ensure the quality and functionality of the application. The research results show that the Silent Script application can help students understand sign language more effectively and have fun. It is hoped that the implementation of gamification in this application can be an innovative solution to support inclusive education and increase the accessibility of sign language learning.
Downloads
References
JAmin NAM, Pribadi F. Urgensi Bahasa Isyarat dalam Pendidikan Formal sebagai Media Komunikasi dan Transmisi Informasi Penyandang Disabilitas Rungu dan Wicara. 2022;9.
Hernawati T. PENGEMBANGAN KEMAMPUAN BERBAHASA DAN BERBICARA ANAK TUNARUNGU.
Aris Triwahyu Febriansah, Syaifuddin A, Yerry Soepriyanto. GAMIFICATION DEVELOPMENTS IN EDUCATION: PERKEMBANGAN GAMIFIKASI DI BIDANG PENDIDIKAN. Sch J Pendidik Dan Kebud. 2024;14(2):177-186. doi:10.24246/j.js.2024.v14.i2.p177-186
Sunarya PA, Rahardja U, Aini Q, Khoirunisa A. IMPLEMENTASI GAMIFICATION SEBAGAI MANAJEMEN PENDIDIKAN UNTUK MOTIVASI PEMBELAJARAN. EDUTECH. 2019;18(1):79. doi:10.17509/e.v18i1.14697
Berita dan Informasi Bahasa isyarat Terkini dan Terbaru Hari ini - detikcom. Accessed June 25, 2024. https://www.detik.com/tag/bahasa-isyarat
Waidelich L, Richter A, Kolmel B, Bulander R. Design Thinking Process Model Review. In: 2018 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC). IEEE; 2018:1-9. doi:10.1109/ICE.2018.8436281
Köppen E, Meinel C. Empathy via Design Thinking: Creation of Sense and Knowledge. In: Plattner H, Meinel C, Leifer L, eds. Design Thinking Research. Understanding Innovation. Springer International Publishing; 2015:15-28. doi:10.1007/978-3-319-06823-7_2
ATTN4S6F.pdf.
Fahrudin R, Ilyasa R. Perancangan Aplikasi “Nugas” Menggunakan Metode Design Thinking dan Agile Development. J Ilm Teknol Infomasi Terap. 2021;8(1):35-44. doi:10.33197/jitter.vol8.iss1.2021.714
Mahfudah H, Wijoyo SH, Afirianto T. Analisis Penerapan Gamifikasi Pada Model Blended Learning Terhadap Hasil Pembelajaran Desain Grafis Studi Kasus : SMK Negeri 10 Malang.
Published
Issue
Section
License
Copyright (c) 2025 Muhammad Luthfan Hadyan Hadyan (Author)

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.


