Kencana Seni: Game Based Inclusive Disaster Mitigation Learning Media
Abstract
Indonesia, ranks second out of 193 countries with the highest disaster risk in the world. Disaster data from 2024 shows that 3,472 incidents have resulted in 8,136,271 people suffering and being displaced, 540 deaths, and 81,947 units of infrastructure damaged, faces a high risk of natural disasters, making it crucial to protect its people, especially vulnerable groups such as children. One effective approach to improving children's preparedness is through web-based educational games such as Kencana Seni, which uniquely features an inclusive design accessible to all children, including those with visual and hearing disabilities. This study aims to design and develop Kencana Seni, a web-based educational game application that focuses on improving community preparedness, especially children, in facing natural disasters and supporting the post-disaster recovery process. In its development, the researcher used the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The evaluation was conducted using the User Experience Questionnaire (UEQ) administered through web-based media to 3 students with visual and hearing disabilities along with 3 accompanying teachers. The results showed that the system received positive evaluations across all assessed dimensions (interaction, interface, and cognitive skills), with particularly high scores in stimulation and appeal (approaching the maximum value of 3 on the UEQ scale). The interface dimension scored 3.85 (students) and 4.1 (teachers), interaction scored 4.3 (students) and 4.2 (teachers), and cognitive skills scored 4.2 (students) and 4.13 (teachers), demonstrating that Kencana Seni successfully provides an engaging and effective inclusive disaster education experience.
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DOI: https://doi.org/10.17509/edsence.v7i2.100933
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