Penyuluhan Kesehatan dengan Permainan Escape Room melalui Platform Genial.ly dalam Meningkatkan Literasi Gizi Seimbang Anak Sekolah Dasar

Dita Putri Damayanti, Nunung Siti Sukaesih, Ria Inriyana

Abstract


The use of media is one of the keys to successful education about nutrition. One of the educational media for children is games, one of which can be an Escape Room via the Genial.ly platform. The aim of this research was to assess the effectiveness of counseling using the Escape Room game media via the Genial.ly platform in increasing balanced nutrition literacy in elementary school children. The design of this research was one group pre test and post test. The research sample was 100 elementary school students. Literacy levels in the pre- and post-intervention phases were measured through filling out questionnaires. Next, a comparative analysis of literacy levels was carried out between the two phases using the Wilcoxon test. The results of the analysis showed that there was a difference in the average level of literacy or knowledge of balanced nutrition with a value of p = 0.001, which has increased significantly from 5.67 to 10.82. Meanwhile, the nutritional functional literacy score increased from 2.63 to 4.33. Furthermore, it was concluded that counseling using the Escape Room game via the Genial.ly platform was effective in increasing elementary school students' nutritional literacy.

Keywords: extension; nutritional literacy; child; game; escape room

 

ABSTRAK

 

Penggunaan media menjadi salah satu kunci keberhasilan penyuluhan tentang gizi. Salah satu media penyuluhan pada anak-anak yaitu permainan, yang salah satunya bisa berupa Escape Room  melalui platform Genial.ly. Tujuan penelitian ini adalah untuk menilai efektivitas penyuluhan dengan media permainan Escape Room melalui platform Genial.ly dalam meningkatkan literasi gizi seimbang pada anak sekolah dasar. Rancangan penelitian ini adalah one group pre test and post test. Sampel penelitian adalah 100 siswa sekolah dasar. Tingkatan literasi pada fase sebelum dan sesudah dilakukan intervensi diukur melalui pengisian kuesioner. Selanjutnya dilakukan analisis perbandingan tingkatan literasi antara kedua fase tersebut menggunakan uji Wilcoxon. Hasil analisis menunjukkan bahwa terdapat perbedaan nilai rata-rata tingkatan literasi atau pengetahuan gizi seimbang dengan nilai p = 0,001, yaitu meningkat secara signifikan dari 5,67 menjadi 10,82. Sementara itu, nilai literasi fungsional gizi meningkatkan dari 2,63 menjadi 4,33. Selanjutnya disimpulkan bahwa penyuluhan menggunakan permainan Escape Room melalui platform Genial.ly efektif dalam meningkatkan literasi gizi siswa sekolah dasar.

Kata kunci: penyuluhan; literasi gizi; anak; permainan; escape room

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DOI: http://dx.doi.org/10.33846/sf.v15i1.4770

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Jurnal Penelitian Kesehatan SUARA FORIKES (Journal of Health Research FORIKES VOICE), e-ISSN: 2502-7778, p-ISSN 2086-3098
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