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UNM Students Create Game for Children with ADHD, Secure National PKM 2026 Funding

| | Source: REPUBLIKA Translated from Indonesian | Technology
UNM Students Create Game for Children with ADHD, Secure National PKM 2026 Funding
Image: REPUBLIKA

Universitas Nusa Mandiri (UNM), a digital business campus, has again achieved national recognition. A student team from UNM secured funding from the 2026 Student Creativity Programme (PKM) under the Karsa Cipta (PKM-KC) scheme for their innovation titled ‘MEMORion+: An Interactive Visual Novel Game as a Psychoeducation and Identity Strengthening Medium for Children with Attention Deficit Hyperactivity Disorder (ADHD)’. The innovation team is led by Dini Fitriyah Herti from the Data Science programme, with members Guntur Surawijaya (Data Science), Rivky Putra Setiawan (Informatics), and Rizki Rasdiwiyanto (Informatics). The project development is guided by lecturer Taopik Hidayat, M.Kom, who actively encourages student innovations based on technology and social impact. The PKM is a competitive national programme organised by the Ministry of Higher Education, Science, and Technology to foster innovative student works that address societal challenges through scientific, technological, and creative approaches. In their funded proposal, the UNM team developed MEMORion+, an interactive visual novel game designed as a psychoeducational medium to help children with ADHD understand emotions, build self-identity, increase self-confidence, and practice decision-making skills through an adaptive and educational storyline. Team leader Dini Fitriyah Herti explained that the visual novel concept was chosen because it can provide a more personal and engaging learning experience for children. ‘Through MEMORion+, we want to present a medium that is not only entertaining but also has a positive impact on children with ADHD, so they feel more understood, are able to recognise emotions, and discover their best potential,’ she said. She noted that the limited availability of educational media specifically designed for children with ADHD was the main reason behind the innovation. By utilising digital technology and an interactive storytelling approach, educational messages can be delivered more effectively and enjoyably. During the development process, the team conducted research on the characteristics of children with ADHD, user psychological needs, child-friendly interface design, and the construction of a storyline that provides positive emotional experiences. Every choice made by the player in the game will influence the story’s development while providing lessons on emotional regulation and self-identity strengthening. The supervising lecturer, Taopik Hidayat, expressed appreciation for the hard work and cross-programme collaboration that transformed an idea into a nationally recognised innovation. He stated that this achievement demonstrates UNM students’ ability to deliver technology-based solutions that are not only innovative but also hold high social value. ‘PKM is not just a competition, but a platform to produce works that provide real benefits to society. We hope MEMORion+ can continue to be developed and have a positive impact on children with ADHD in Indonesia,’ he said. UNM continues to encourage students to produce innovations relevant to societal needs through various coaching, research, and technology development programmes. The success of MEMORion+ is tangible proof that collaboration between technology, data, and education can produce creative solutions with broad impact. With the PKM-KC 2026 funding secured, the MEMORion+ team will proceed to the prototype development stage, refinement of interactive features, and system testing so it can be optimally implemented and provide greater benefits for children with ADHD in Indonesia.

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