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Enhancing Literacy and Educational Inclusion through Human-Centered Design of the PELITA Interactive Audio Table Game Fahrobby Adnan; Januar Adi Putra; Abd. Mu’iz Samsul Arifin; Richie Olajuwon Santoso; Dea Novela Ramadani; Aprillia Bliesy; Fabian Nabil; Syahrial Rafky
Wikrama Parahita : Jurnal Pengabdian Masyarakat Vol. 10 No. 1 (2026): May 2026
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/jpmwp.v10i1.11645

Abstract

Educational inequality for persons with disabilities in Indonesia remains a major challenge, with approximately 40% of individuals with disabilities never having received formal education, while visual impairment represents the highest disability category, at 64%. Despite the increasing number of Special Education Schools (Sekolah Luar Biasa/SLB), many schools, including SLB Negeri Jember, still rely on conventional and monotonous teaching methods with limited interactive learning facilities, creating a gap between the learning needs of visually impaired students and existing educational solutions. This community service project developed PELITA (Personalized Ethnographic Learning with Interactive Table-Based Audio Game), an audio game–based educational platform designed to improve inclusive learning experiences for visually impaired students. The project applied a participatory community engagement approach involving teachers, students, parents, and school administrators through field observations, focus group discussions, co-design activities, product trials and iterative evaluations. PELITA was developed using the Octalysis Framework for gamification and integrates a joystick, touchpad keyboard, mini PC, stereo speakers, and monitor to support interactive and contextual learning based on real-life scenarios. Product testing involving visually impaired students demonstrated improvements in spatial orientation ability (37.1%), fine motor skills (22.1%), listening ability (24.3%), problem solving(29.2%), self-confidence(36.5%), social interaction(22.4%), and learning motivation (39.1%). These findings indicate that gamification-based assistive technology can effectively support inclusive education and provide adaptive learning experiences for students with visual impairment. Furthermore, PELITA offers a scalable and replicable innovation model that can be implemented in other regions through collaboration among schools, universities, local governments, and communities by adapting ethnographic learning content to local cultural contexts.
Prioritizing Marketplace Features in Indonesian E-Commerce Platforms Using the Kano Model: Evidence from Shopee, Tokopedia, and Lazada Fahrobby Adnan; Januar Adi Putra; Shyfanaya Aulia; Dwi Jannah Oktavia; Muhammad Ahsan Hilmi
Equivalent: Jurnal Ilmiah Sosial Teknik Vol. 8 No. 2 (2026): Equivalent: Jurnal Ilmiah Sosial Teknik
Publisher : Politeknik Siber Cerdika Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59261/jequi.v8i2.311

Abstract

Background: Indonesia’s e-commerce sector is rapidly growing, with transactions reaching USD 82 billion in 2023 and expected to exceed USD 160 billion by 2030. Despite this expansion, retaining customers remains challenging, as platforms often invest in new features without systematically analyzing customer needs. Objective: To identify and prioritize customer-desired features on Shopee, Tokopedia, and Lazada using the Kano Model combined with the Satisfaction Index and Self-Stated Importance, thereby providing actionable recommendations for platform development. Methods: This research utilizes the Kano Model to analyze customer needs on the Shopee, Tokopedia, and Lazada market places, which were identified as the three most popular marketplaces based on the results of customer loyalty calculations using the Net Promoter Score (NPS). Results: The findings confirmed that Shopee, Tokopedia, and Lazada are the top three marketplaces in Indonesia. This research, using the Kano Model, aims to determine feature categorizations and prioritize features for development based on the results of the Satisfaction Index and Self-Stated Importance calculations. According to the Kano Model, 14 features of Shopee are categorized as Attractive. Meanwhile, 11 features of Tokopedia are categorized as Attractive, One-dimensional, and Indifferent. In addition, 13 features of Lazada are categorized as Must-be, One-dimensional, Attractive, and Indifferent. Conclusion: The Kano Model effectively distinguishes feature priorities across marketplaces. Developers should focus on Attractive features for differentiation while maintaining Must-be features. Recommended strategies include Shopee social commerce; Tokopedia service integration; and Lazada payment ecosystem reliability. This approach offers a replicable framework for managing digital platform features.