The Influence of MEDULA (Education Media for Snakes and Ladders) on Adolescent Knowledge Levels on Reproductive Health

Authors

  • Ema Waliyanti Nursing Study Program, Faculty of Medicine and Health Sciences, Universitas Muhammadiyah Yogyakarta, Indonesia
  • Anindya Sekar Utami Nursing Study Program, Faculty of Medicine and Health Sciences, Universitas Muhammadiyah Yogyakarta, Indonesia
  • Evi Novitasari Nursing Study Program, Faculty of Medicine and Health Sciences, Universitas Muhammadiyah Yogyakarta, Indonesia
  • Miranda Ayu Fitri Amelia Nursing Study Program, Faculty of Medicine and Health Sciences, Universitas Muhammadiyah Yogyakarta, Indonesia
  • Rahmawati Rahmawati Nursing Study Program, Faculty of Medicine and Health Sciences, Universitas Muhammadiyah Yogyakarta, Indonesia
  • Faudyan Eka Satria Nursing Study Program, Faculty of Medicine and Health Sciences, Universitas Muhammadiyah Yogyakarta, Indonesia

DOI:

https://doi.org/10.31101/jhtam.1933

Keywords:

Adolescent, Ladder snake, Reproduction

Abstract

Adolescents have a distinctive characteristic of great curiosity to take risks without careful consideration. This makes teenagers enter susceptible to perform behaviors such as pre-marital sexual behavior which bring many negative effects, physically, psychologically, and socially. Therefore, it is required the availability of reproductive health services that are friendly and appealing to teenagers, such as a playful education by using the ladder snake games, so that the respondents catch much information is submitted. This study was tried to determine the effect of health education with the ladder snake games to students’ knowledge level about adolescent reproductive health. This quasi-experimental study used pre-posttest design with control group. The sample used was 116 students in the secondary school, selected through the total sampling method. Instruments in this study used questionnaires that its validity and reliability had been tested.  As well as ladder snakes measuring 2x2 meters. Data were analyzed by nonparametric Statistic test. Wilcoxon test showed a significance value of 0.000 (p <0.05) which means there are significant differences in the intervention group before and after health education with snake ladder. This research concluded that there was ladders snake game influence to the students’ knowledge about adolescent reproductive health.

References

Population Census Results. (2020). Central Bureau of Statistics Indonesia (2020 Popul).

Alfiasari, & Oktriyanto. (2019). Dating and Premarital Sexual Inisiation on Adolescence in Indonesia. Journal of Education and Practice, 15(1).

Ambrose, M. (17 C.E.). Learning global health: a pilot study of an online collaborative intercultural peer group activity involving medical students in Australia and Indonesia. BMC Medical Education. In 2017 (Vol. 1, pp. 1–11).

Annamalai, N., Manivel, R., & Palanisamy, R. (2015). Small group discussion : Students perspectives. 18–20. https://doi.org/10.4103/2229-516X.162257

Ayele, M. W., & Amare, M. (2020). Determinants of Dental Caries among Preschool Children in Dessie Town, 2019: A Case-Control Study. International Journal of Oral and Dental Health, 1(1). doi: 10.23937/2469-5734/1510118

Berg, V. van den, Saliasi, E., Renate, M., M. J., Chinapaw, & Amika. (2019). Improving Cognitive Performance of 9–12 Years Old Children: Just Dance? A Randomized Controlled Trial. 1(1). https://doi.org/10.3389/fpsyg.2019.00174

Dlab, Hoić-Božić, Mezak, & Žuni. (2020). Supporting Croatian Primary School Teachers in Designing Game Based Learning Activities: A Case Study. 2020(9), 125–133.

Fan, K., & Xiao, P. (2015). The Effects of Learning Styles and Meaningful Learning on the Learning Achievement of Gamification Health Education Curriculum. Eurasia Journal of Mathematics, Science & Technology Education. 11(5), 1211–1229.

Farre, A. G., Pinheiro, P., & Vieira, N. (71 C.E.). Adolescent health promotion based on community-centered arts education. Revista Brasileira de Enfermagem,. 1, 26–33.

Haruna, H., Hu, X., & Chu. (2018). Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification. Int J Environ Res Public Health, 15(9), 2027–2053.

Haruna, H., Zainuddin, Mellecker, Chu, & Hu. (2019). An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings. Information and Learning Sciences, 120, 723–742.

Martín-García, López-Martín, & Arguedas-Sanz. (2020). Collaborative Learning Communities for Sustainable Employment through Visual Tools. Sustainability. 12(6), 2569–2589.

Morales-Martínez, F. A., Salas-Castro, C., García-Garza, M. R., Valdés-Martínez, O., & Selene Marysol García-Luna. (2021). Evaluation of the Ovarian Reserve in Women With Systemic Lupus Erythematosus. The Journal of Family & Reproductive Health, 1(1).

Nachiappan. (2017). Snake and Ladder Games in Cognition Development on Students with Learning Difficulties. Review of Arts and Humanities. 3(2), 217–229.

Nyumba. (2018). The use of focus group discussion methodology: Insights from two decades of application in conservation. Methods in Ecology and Evolution, 9(9), 20–32.

Oliveira, D., Gessner, de Souza, V., & Fonseca. (2016). Limits and possibilities of an online game for building adolescents’ knowledge of sexuality. Ciência & Saúde Coletiva. 21(8), 2383–2392.

Prayuni, E. D., Imandiri, A., & Adianti2, M. (2018). Therapy For Irregular Menstruation With Acupunture And Herbal Pegagan. Journal of Vocational Health Studies, 2, 86–91.

Raiyn. (2017). The Role of Visual Learning in Improving Students’ High-Order Thinking Skills. Journal of Education and Practice, 7(24), 115–121.

Shaluhiyah. (2017). Socio-Cultural And Socio-Sexual Factors Influence The Premarital Sexual Behaviour of Javanese Youth In The Era of HIV/AIDS. 2(2), 61–72.

Sirani, N. (2016). Effective Teaching Methods in Higher Education: Requirements and Barriers. US National Library of Medicine National Institutes of Health, 4(4), 170–179.

Sites, R. (2016). Leaving ADDIE for SAM: An Agile Model for Developing the Best Learning Experiences.

Suratno. (2020). Development of Augmented Reality in Biotechnology processes as a Supporting Media for Science Learning Modules in Elementary Schools. 1(1). http://biologi.fkip.unej.ac.id/jurnal-internasional-scopus/

Widyaningsih, Wahyu, S., & Irfan. (2018). Efforts to Improve Learning Outcomes by Using Simple Teaching Media Through Lesson Study Activities on General Physics Courses. 7(2). doi:10.23887/jpi-undiksha.v7i2.12974

Wong. (2017). Qualitative Inquiry into Premarital Sexual Behaviours and Contraceptive Use among Multiethnic Young Women: Implications for Education and Future Research. 7(12), 1–10.

Downloads

Published

2021-05-10

How to Cite

Waliyanti, E., Utami, A. S., Novitasari, E., Amelia, M. A. F., Rahmawati, R., & Satria, F. E. (2021). The Influence of MEDULA (Education Media for Snakes and Ladders) on Adolescent Knowledge Levels on Reproductive Health. Journal of Health Technology Assessment in Midwifery, 4(1), 44–51. https://doi.org/10.31101/jhtam.1933

Issue

Section

Articles

Citation Check

Similar Articles

You may also start an advanced similarity search for this article.