Disability Play Therapy: Implementation of Traditional Japanese Game to Improve Creativity and Education in Public Special Needs Inclusive School (SLB) 1 Makassar
- DOI
- 10.2991/assehr.k.220203.006How to use a DOI?
- Keywords
- play therapy; disability; Japanese games
- Abstract
People with disabilities generally experience physical, mental, and sensory limitations—this limitation results in barriers and difficulties in interacting with their environment. Education offered at the special needs school (SLB) only provides reading and writing skills. Despite these, it is necessary to hone their inner skills to be optimal with their conditions. Kegiatan Program Kreativitas Mahasiswa Bidang Pengabdian Masyarakat (Student Creativity Event) designed the Disability Play Therapy which aims to hone creativity. This activity adapts the concept of Japanese traditional children’s games that are creative and safe for children with disabilities. The activity is held for three months, including the preparations, program implementation, evaluation, and mentoring for the teachers. The program was attended by twelve students from SLB (Special Needs School) 1 Makassar and consisted of four disabilities, namely intellectual disability, physical disability, hearing disability, and autism. The program’s aftermath resulted in children with disabilities managing to play traditional Japanese children’s games, including improving their cognitive abilities, fine motor skills, and creativity. Based on the results and aftermath of the program. This program is highly recommended to implement disability play therapy as a model for learning activities.
- Copyright
- © 2022 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Ria Rosdiana Jubhari AU - Teguh Daniel Bandaso AU - Nurul Hidayah AU - Zilzi Zabila AU - Mochammad Afiq Gizly AU - Andi Juwita Amal PY - 2022 DA - 2022/02/11 TI - Disability Play Therapy: Implementation of Traditional Japanese Game to Improve Creativity and Education in Public Special Needs Inclusive School (SLB) 1 Makassar BT - Proceedings of the Interdisciplinary Conference of Psychology, Health, and Social Science (ICPHS 2021) PB - Atlantis Press SP - 31 EP - 36 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.220203.006 DO - 10.2991/assehr.k.220203.006 ID - Jubhari2022 ER -