Development of Educational Game Media to Prevent Adolescent Anemia

Anita Widiastuti, S. Sumiyati, R. Rusmini
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Abstract

Background: The incidence of adolescent anemia in Indonesia is still often found. Nutritional problems in adolescents are caused by adolescents starting to adopt the wrong diet due to wrong information. Providing nutrition education can optimize the delivery of messages to adolescents to prevent nutritional problems.  The recommended method of providing education for adolescents is participatory activities. In order to attract and increase adolescents attention in learning activities, it is necessary to develop game-based educational media, such as the snakes and ladders educational game media. This research was conducted to create an educational game snakes and ladders to prevent adolescent anemia as a media for adolescent nutrition education. Method: The type of research used in this research is development research or Research and Development (R&D). The model used is ADDIE which includes analysis, design, development, implementation and evaluation stages. The data collection process used primary data by conducting interviews and administering questionnaires. Result: The results of material validation and media validation were declared good and suitable for use. Conclusion: The conclusion of this research is that the educational game media snakes and ladders to prevent anemia in adolescents has gone through all the media development processes so that it is suitable to be used as an educational media to prevent anemia in adolescents.
开发预防青少年贫血症的教育游戏媒体
背景:在印度尼西亚,青少年贫血的发病率仍然很高。青少年的营养问题是由于错误的信息导致青少年开始采用错误的饮食习惯造成的。开展营养教育可以优化向青少年传递信息的方式,从而预防营养问题。 向青少年提供教育的推荐方法是参与式活动。为了吸引和提高青少年在学习活动中的注意力,有必要开发基于游戏的教育媒体,例如蛇梯教育游戏媒体。本研究旨在创建一个预防青少年贫血的蛇梯教育游戏,作为青少年营养教育的媒体。 研究方法本研究采用的研究类型是开发研究或研究与开发(R&D)。采用的模式是 ADDIE 模式,包括分析、设计、开发、实施和评估阶段。在数据收集过程中,通过访谈和发放调查问卷收集原始数据。 结果材料验证和媒体验证结果良好,适合使用。 结论本研究的结论是,预防青少年贫血症的教育游戏媒体 "蛇与梯子 "已通过所有媒体开发过程,因此适合用作预防青少年贫血症的教育媒体。
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