A Universitas Gadjah Mada (UGM) team has introduced an innovative solution to improve the learning capabilities of children with Attention Deficit Hyperactivity Disorder (ADHD).
This initiative, part of the 2024 Student Creativity Program in the Intellectual Creation category (PKM-KC), features a prototype of an educational game-based media utilizing computer vision technology.
The game, Pinkan, is specifically designed to cater to the learning needs of children with ADHD aged 6-9, particularly those in grades 1-2 of elementary school.
Pinkan is a collaborative effort of five UGM students from various disciplines under the guidance of Dr. Ganjar Alfian.
The team members include Annisa Urohmah, Daffa Askar Fathin, and Ikhwan Hanif Firdaus from the Software Engineering Technology program, Nasywa Qurrota A’yun from the Medicine program, and Adhyaksa Waruna Putro from the Electronics and Instrumentation program.
Annisa Urohmah, the team leader, explained on Thursday (Aug. 22) that this game was created to address the challenges faced by children who quickly lose interest in conventional learning methods.
Additionally, there has been a lack of engaging and interactive educational media tailored for children with ADHD.
Pinkan consists of two main components: a website and a game application. The Pinkan website includes a game installation menu and a user progress dashboard, which helps parents and teachers monitor the development of children with ADHD. The game application itself is downloadable and playable on desktop computers.
The game features various educational materials, such as learning letters and numbers, with different levels within each topic. The gameplay involves drag-and-drop techniques using hand gesture detection.
Additionally, there is a game mode in which players navigate a maze to find the correct letters or numbers by moving their entire bodies.
“We have integrated body gesture detection using computer vision technology that leverages Hand and Pose Landmark Detection. This allows Pinkan to detect movements such as walking in place, jumping, directing hands, and clenching fists, making the gaming experience more active and engaging for children,” Urohmah explained.
She added, “The game can be played on computers, laptops, or even on a television monitor connected to a camera, making it flexible for use both at school and home.”
The benefits and objectives of the Pinkan game for children with ADHD include enhancing their interest in learning, focus, cognitive abilities, and sensory and motor skills.
“We hope this innovation will open new opportunities in the development of technology for children with ADHD in the future,” Urohmah concluded.
Author: Dita
Editor: Gusti Grehenson