Inovasi Media Game Edukatif Sebagai Upaya Pencegahan Kepikunan Bagi Lansia di Sekolah Saroha Kota Medan

  • Nurmala Berutu Pendidikan Geografi, Fakultas Ilmu Sosial, Universitas Negeri Medan, Medan, Indonesia
  • Hodriani Hodriani Pendidikan Pancasila dan Kewarganegaraan, Fakultas Ilmu Sosial, Universitas Negeri Medan, Medan, Indonesia
  • Diky Setya Diningrat Biologi, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Medan, Medan, Indonesia
  • Ana Rahmi Pendidikan Tata Boga, Fakultas Teknik, Universitas Negeri Medan, Medan, Indonesia
  • Wan Nova Listia Pendidikan Guru Pendidikan Anak Usia Dini, Fakultas Ilmu Pendidikan, Universitas Negeri Medan, Medan, Indonesia
  • Junaidi Junaidi Pendidikan Kewarganegaraan, Fakultas Pendidikan Ilmu Pengetahuan Sosial, Universitas Pendidikan Indonesia, Bandung, Indonesia https://orcid.org/0009-0002-1694-7189
Keywords: Game Edukatif, Kepikunan, Sekolah Lansia

Abstract

Meningkatnya populasi lansia di Kelurahan Bandar Selamat belum diimbangi dengan pembelajaran berbasis stimulasi kognitif, karena program lansia masih didominasi pendekatan kesehatan fisik dan metode konvensional yang kurang interaktif. Kegiatan ini bertujuan mengembangkan media game edukatif yang mengintegrasikan stimulasi kognitif, aktivitas rekreatif, dan interaksi sosial sebagai strategi pencegahan penurunan fungsi kognitif lansia di Sekolah Saroha Kota Medan. Metode pelaksanaan menggunakan pendekatan Participatory Action Research (PAR) melalui observasi, Focus Group Discussion (FGD), pengembangan media, implementasi game edukatif, serta evaluasi partisipatif untuk menghasilkan pembelajaran lansia yang adaptif dan berkelanjutan. Hasil menunjukkan bahwa pembelajaran di Sekolah Lansia Saroha sebelumnya masih didominasi metode konvensional sehingga stimulasi kognitif dan keterlibatan aktif lansia belum optimal. Kegiatan ini berhasil mengembangkan enam media game edukatif berbasis elderly-friendly, yaitu ular tangga, board game, teka-teki silang, tebak gambar, domino, dan engklek edukatif yang dirancang untuk meningkatkan memori, konsentrasi, interaksi sosial, dan partisipasi belajar lansia. Implementasi media menunjukkan bahwa lansia menjadi lebih aktif, komunikatif, antusias, dan percaya diri dalam mengikuti proses pembelajaran berbasis kelompok. Selain itu, pelatihan fasilitator berhasil meningkatkan kapasitas pendamping dalam menerapkan pembelajaran yang lebih interaktif, adaptif, dan menyenangkan bagi lansia. Secara keseluruhan, media game edukatif terbukti berpotensi menjadi inovasi pembelajaran berbasis komunitas yang efektif dalam mendukung stimulasi kognitif, active aging, dan pencegahan penurunan fungsi kognitif lansia di Sekolah Lansia Saroha Kota Medan.

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Published
2026-06-15
How to Cite
Berutu, N., Hodriani, H., Diningrat, D. S., Rahmi, A., Listia, W. N., & Junaidi, J. (2026). Inovasi Media Game Edukatif Sebagai Upaya Pencegahan Kepikunan Bagi Lansia di Sekolah Saroha Kota Medan. Abdimas Awang Long, 9(2), 402-426. https://doi.org/10.56301/awal.v9i2.2245