Rumapea, Lastri Margareth (2025) EFEKTIVITAS EDUKASI APLIKASI PERMAINAN ULAR TANGGA DIGITAL TERHADAP PENGETAHUAN TENTANG KONSUMSI BUAH DAN SAYUR PADA REMAJA. S1 thesis, Universitas Jambi.
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Abstract
Latar Belakang : Konsumsi buah dan sayur di provinsi Jambi masih tergolong rendah akibat kurangnya pengetahuan. Edukasi dengan permainan ular tangga digital mampu meningkatkan pengetahuan. Tujuan penelitian adalah menganalisis efektivitas edukasi melalui aplikasi permainan ular tangga digital terhadap pengetahuan konsumsi buah dan sayur pada remaja. Metode Penelitian : Penelitian quasi experiment dengan desain Pretest Posttest with Control Group. Teknik sampel Propotional Random Sampling dengan 80 responden (40 perlakuan, 40 kontrol). Kelompok perlakuan (permainan ular tangga digital) SMPN 2 Muaro Jambi dan kelompok kontrol (leaflet) SMPN 10 Muaro Jambi. Variabel dependen adalah pengetahuan, diukur dengan angket. Analisis data menggunakan uji Paired T Test dan Mann-Whitney. Hasil : Terdapat peningkatan pengetahuan pada kelompk perlakuan (p-value 0,000) dengan selisih 9,37 poin, dan kelompok kontrol mengalami peningkatan (p-value 0,016) dengan selisih 4 poin. Sebelum intervensi, tidak terdapat perbedaan nilai rata-rata kedua kelompok (p-value 0,834). Namun setelah intervensi, nilai rata-rata kelompok perlakuan lebih tinggi dibandingkan kelompok kontrol (p-value 0,003). Kesimpulan : Permainan ular tangga digital dan leaflet mampu meningkatkan pengetahuan remaja tentang konsumsi buah dan sayur. Namun, permainan ular tangga digital lebih efektif dibandingkan leaflet terhadap peningkatan pengetahuan. Permainan ular tangga digital menjadi media pembelajaran yang menarik dan menantang. Penelitian selanjutnya menambahkan perilaku sabagai variabel. Background: Fruit and vegetable consumption in Jambi Province is still relatively low due to a lack of knowledge. Education through digital snakes and ladders games can increase knowledge. The purpose of this study was to analyze the effectiveness of education through digital snakes and ladders games on knowledge of fruit and vegetable consumption among adolescents. Research Method: A quasi-experimental study with a pretest-posttest design and a control group. The sampling technique used was proportional random sampling with 80 respondents (40 in the treatment group and 40 in the control group). The treatment group (digital snakes and ladders game) was from SMPN 2 Muaro Jambi, and the control group (leaflet) was from SMPN 10 Muaro Jambi. The dependent variable was knowledge, measured using a questionnaire. Data analysis used the Paired T-Test and Mann-Whitney tests. Results: There was an increase in knowledge in the treatment group (p-value 0.000) with a difference of 9.37 points, and the control group also showed an increase (p-value 0.016) with a difference of 4 points. Before the intervention, there was no difference in the mean scores of the two groups (p-value 0.834). However, after the intervention, the mean score of the treatment group was higher than that of the control group (p-value 0.003). Conclusion: The digital snakes and ladders game and leaflet were able to increase adolescents' knowledge about fruit and vegetable consumption. However, the digital snakes and ladders game was more effective than the leaflet in increasing knowledge. The digital snakes and ladders game is an engaging and challenging learning medium. Further research should include behavior as a variable.
Type: | Thesis (S1) |
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Uncontrolled Keywords: | Permainan digital, ular tangga, buah sayur, pengetahuan, remaja. |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Kedokteran dan Ilmu Kesehatan > Ilmu Kesehatan Masyarakat |
Depositing User: | LASTRI MARGARETH RUMAPEA |
Date Deposited: | 09 Jul 2025 01:39 |
Last Modified: | 09 Jul 2025 01:39 |
URI: | https://repository.unja.ac.id/id/eprint/81974 |
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