Wikrama Parahita : Jurnal Pengabdian Masyarakat
Vol. 10 No. 1 (2026): May 2026

Enhancing Literacy and Educational Inclusion through Human-Centered Design of the PELITA Interactive Audio Table Game

Fahrobby Adnan (Universitas Jember)
Januar Adi Putra (Universitas Jember)
Abd. Mu’iz Samsul Arifin (Universitas Jember)
Richie Olajuwon Santoso (Universitas Jember)
Dea Novela Ramadani (Universitas Jember)
Aprillia Bliesy (Universitas Jember)
Fabian Nabil (Universitas Jember)
Syahrial Rafky (Universitas Jember)



Article Info

Publish Date
24 May 2026

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.

Copyrights © 2026






Journal Info

Abbrev

parahita

Publisher

Subject

Computer Science & IT Economics, Econometrics & Finance Engineering Industrial & Manufacturing Engineering Social Sciences

Description

Wikrama Parahita : Jurnal Pengabdian Masyarakat merupakan jurnal yang dikelola oleh Lembaga Penelitian dan Pengabdian Masyarakat Universitas Serang Raya dengan ISSN 2599-0020 (Cetak) dan ISSN 2599-0012 (Online). Jurnal ini memuat artikel-artikel pengabdian kepada masyarakat dengan ruang lingkup ...