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Media Pembelajaran: Game Interaktif Pengenalan Organ Tubuh Hewan bagi Anak dengan Hambatan Kognitif

SemanTIK: Teknik Informasi · Vol. 12 No. 1 (2026) · pp. 43–54

DOI
10.55679/semantik.v12i1.257
ISSN
2502-8928, 2460-1446
Published
2026-04-26
Publisher
Informatics Engineering Department of Halu Oleo University
Language
eng
License
creativecommons.org/licenses/by-sa/4.0

Abstract

Hambatan kognitif adalah kondisi yang ditandai dengan keterbatasan kemampuan seseorang untuk berpikir, mengingat, dan menafsirkan informasi dari panca indra. Anak-anak dengan hambatan kognitif memiliki kesulitan dalam memproses informasi abstrak sehingga membutuhkan media pembelajaran yang interaktif. Pengenalan organ tubuh hewan akan lebih mudah dipahami melalui media yang menarik dibanding metode konvensional. Penelitian ini bertujuan mengembangkan media belajar yang lebih inovatif dan interaktif melalui game edukasi berbasis mobile. Metode yang digunakan adalah Research and Development (R&D) melalui tahap studi pendahuluan, perancangan UI/UX, pengembangan aset visual dan audio, uji coba, serta evaluasi efektivitas. Hasil yang diperoleh adalah aplikasi game edukasi mobile yang interaktif, komunikatif, serta dilengkapi dengan penyajian gambar visual, audio suara hewan, dan kuis interaktif dengan umpan balik langsung yang dirancang khusus untuk anak dengan hambatan kognitif dalam mengenal organ tubuh hewan, sekaligus menjadi media pembelajaran inklusif dan adaptif. Abstract Cognitive impairment is a condition characterized by limitations in a person's ability to think, remember, and interpret information from the five senses. Children with cognitive impairments have difficulty processing abstract information and therefore require interactive learning media. Learning about animal organs is easier to understand through engaging media than through conventional methods. This study aims to develop more innovative and interactive learning media through mobile-based educational games. The method used is Research and Development (R&D) through preliminary studies, UI/UX design, visual and audio asset development, testing, and effectiveness evaluation. The results obtained are an interactive and communicative mobile educational game application equipped with visual image presentations, animal audio, and interactive quizzes with immediate feedback, specifically designed for children with cognitive impairments in learning about animal organs, while also serving as an inclusive and adaptive learning medium.

Keywords

Collaboration network of the authors

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Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://semantik.uho.ac.id/index.php/journal/oai, first harvested 26 Okt 2026, last seen 26 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Media Pembelajaran : Game Interaktif Pengenalan Organ Tubuh Hewan bagi Anak dengan Hambatan Kognitif</dc:title>
	<dc:creator>Runtupalit, Angelica</dc:creator>
	<dc:creator>Wondal, Fify</dc:creator>
	<dc:creator>Bawiling, Graciella</dc:creator>
	<dc:creator>Sasikome, Keysia</dc:creator>
	<dc:creator>Kereh, Tracy</dc:creator>
	<dc:subject xml:lang="en-US">Game edukasi</dc:subject>
	<dc:subject xml:lang="en-US">hambatan kognitif</dc:subject>
	<dc:subject xml:lang="en-US">media pembelajaran interaktif</dc:subject>
	<dc:subject xml:lang="en-US">organ tubuh hewan</dc:subject>
	<dc:description xml:lang="en-US">Hambatan kognitif adalah kondisi yang ditandai dengan keterbatasan kemampuan seseorang untuk berpikir, mengingat, dan menafsirkan informasi dari panca indra. Anak-anak dengan hambatan kognitif memiliki kesulitan dalam memproses informasi abstrak sehingga membutuhkan media pembelajaran yang interaktif. Pengenalan organ tubuh hewan akan lebih mudah dipahami melalui media yang menarik dibanding metode konvensional. Penelitian ini bertujuan mengembangkan media belajar yang lebih inovatif dan interaktif melalui game edukasi berbasis mobile. Metode yang digunakan adalah Research and Development (R&amp;amp;D) melalui tahap studi pendahuluan, perancangan UI/UX, pengembangan aset visual dan audio, uji coba, serta evaluasi efektivitas. Hasil yang diperoleh adalah aplikasi game edukasi mobile yang interaktif, komunikatif, serta dilengkapi dengan penyajian gambar visual, audio suara hewan, dan kuis interaktif dengan umpan balik langsung yang dirancang khusus untuk anak dengan hambatan kognitif dalam mengenal organ tubuh hewan, sekaligus menjadi media pembelajaran inklusif dan adaptif.
Abstract
Cognitive impairment is a condition characterized by limitations in a person's ability to think, remember, and interpret information from the five senses. Children with cognitive impairments have difficulty processing abstract information and therefore require interactive learning media. Learning about animal organs is easier to understand through engaging media than through conventional methods. This study aims to develop more innovative and interactive learning media through mobile-based educational games. The method used is Research and Development (R&amp;amp;D) through preliminary studies, UI/UX design, visual and audio asset development, testing, and effectiveness evaluation. The results obtained are an interactive and communicative mobile educational game application equipped with visual image presentations, animal audio, and interactive quizzes with immediate feedback, specifically designed for children with cognitive impairments in learning about animal organs, while also serving as an inclusive and adaptive learning medium.</dc:description>
	<dc:publisher xml:lang="en-US">Informatics Engineering Department of Halu Oleo University</dc:publisher>
	<dc:date>2026-04-26</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://semantik.uho.ac.id/index.php/journal/article/view/257</dc:identifier>
	<dc:identifier>10.55679/semantik.v12i1.257</dc:identifier>
	<dc:source xml:lang="en-US">SemanTIK : Teknik Informasi; Vol. 12 No. 1 (2026): Vol. 12 No. 1 (2026): SemanTIK Teknik Informasi; 43-54</dc:source>
	<dc:source>2502-8928</dc:source>
	<dc:source>2460-1446</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://semantik.uho.ac.id/index.php/journal/article/view/257/62</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Keysia Sasikome, Angelica Runtupalit, Fify Wondal, Graciella Bawiling, Tracy Kereh</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-sa/4.0</dc:rights>
</oai_dc:dc>