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

Authors

  • 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

DOI:

https://doi.org/10.30656/jpmwp.v10i1.11645

Keywords:

Assistive technology, Audio Games, Gamification, Inclusive Education, Octalysis Framework, Visual impairment

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.

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References

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Published

2026-05-24

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Articles

How to Cite

Adnan, F., Putra, J. A. ., Arifin, A. M. S. ., Santoso, R. O. ., Ramadani, D. N. ., Bliesy, A. ., Nabil, F. ., & Rafky, S. . (2026). Enhancing Literacy and Educational Inclusion through Human-Centered Design of the PELITA Interactive Audio Table Game. Wikrama Parahita : Jurnal Pengabdian Masyarakat, 10(1), 73-82. https://doi.org/10.30656/jpmwp.v10i1.11645