Geometric Puzzle Games as a Visual Media for Trauma Healing for Child Flood Victims in West Sumatra

Authors

  • Sumema Politeknik Negeri Padang
  • Hendra Rotama Politeknik Negeri Padang
  • Sofia Yosse Politeknik Negeri Padang
  • Eko Purnomo Politeknik Negeri Padang
  • Komalasari Politeknik Negeri Padang

DOI:

https://doi.org/10.34010/visualita.v14i2.19555

Keywords:

trauma healing, games, geometric puzzles, natural disasters, floods

Abstract

The flood disaster that hit West Sumatra in November-December 2025 not only caused physical damage, but also psychological impacts in the form of trauma in children. Symptoms such as anxiety, sleep disorders, difficulty concentrating, and withdrawal from the social environment. Conventional trauma healing approaches often lack creative elements that are appropriate to the world of children. This study aims to design and test the effectiveness of geometric puzzle games as a trauma healing medium that integrates the principles of Visual Communication Design for child flood victims. Using a qualitative approach with an applied experimental method, this study involved 15 elementary school-aged children divided into three groups. Each group competed to arrange geometric puzzles into three meaningful shapes: butterflies, ships and rockets, with the mechanism of one representative looking at the target shape for 10 seconds and then communicating it to the team. Data were collected through participant observation, interviews, focus group discussions, visual documentation, and reflective journals, then analyzed using thematic analysis. The results of the study showed three main findings: (1) the process of visual creation through arranging puzzles became an effective means of non-verbal emotional expression; (2) successful puzzle completion rebuilds self-efficacy and self-confidence; (3) visual communication mechanisms within groups strengthen social cohesion and peer support post-disaster. This research provides theoretical benefits for the development of design science in the context of psychosocial interventions, as well as practical benefits for trauma healing practitioners and designers of visual design-based therapeutic media for children.

Downloads

Download data is not yet available.

References

Badan Nasional Penanggulangan Bencana. (2025). Laporan Bencana Banjir Sumatera Barat Desember 2025. BNPB.

Ben Ithzak, O. N., Gilad, M., & Weiss, P. L. (2022). An individualized and adaptive game-based therapy for cerebral visual impairment: Design, development, and evaluation. International Journal of Child-Computer Interaction, 31, 100437. https://doi.org/10.1016/j.ijcci.2021.100437

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Frounfelker, R. L., Islam, N., & Falcone, J. (2019). Living through war: Mental health of children and youth in conflict-affected areas. International Review of the Red Cross, 101(911), 481–506. https://doi.org/10.1017/S181638312000017X

Havukainen, M., Laine, T. H., Kontkanen, S., Järvikylä, J., & Sutinen, E. (2025). Co-designing digital games across the boundary of childhood and youth. International Journal of Human-Computer Interaction, 41(5), 3369–3387. https://doi.org/10.1080/10447318.2024.2338328

Marusak, H., Martin, K., & Etkin, A. (2015). Childhood Trauma Exposure Disrupts the Automatic Regulation of Emotional Processing. Neuropsychopharmacology, 40, 1250–1258. https://doi.org/10.1038/npp.2014.311

Pennebaker, J. W. (2000). Telling stories: The health benefits of narrative. Literature and Medicine, 19(1), 3–18. https://doi.org/10.1353/lm.2000.0011

Santrock, J. W. (2018). Perkembangan Anak (Edisi 14). Penerbit Erlangga.

Sumema, Putra, Y. W. S., Yuliati, T., Fitriati, T. N., Sukma, F., Impron, A., Fiermeiza, N. A., Asrinadi, & Rahmayadi, G. E. (2025). Desain Grafis. Penerbit Qriset Indonesia.

Wijaya, A. B., & Putri, N. K. (2024). Preferensi warna pada anak pascatrauma: Studi eksperimental tentang affective color regulation dalam aktivitas kreatif. Jurnal Desain Komunikasi Visual Nusantara, 9(2), 145–162.

Yasa, N. P. D., & Novitasari, D. (2025). Visualisasi karakter dan desain background dua dimensi sebagai aset game edukasi menerapkan metode design thinking. Jurnal Visualita, 13(1), 1–22. https://doi.org/10.34010/visualita.v13i2.15761w

Published

2026-04-30

Issue

Section

Articles

How to Cite

[1]
“Geometric Puzzle Games as a Visual Media for Trauma Healing for Child Flood Victims in West Sumatra”, Visualita, vol. 14, no. 2, pp. 244–264, Apr. 2026, doi: 10.34010/visualita.v14i2.19555.