Increasing Knowledge and Behavior in Selecting Healthy Food and Drinks among School Children Through the Thematic Gamification Program "Monopoly on Healthy Snacks"

Meningkatkan Pengetahuan dan Perilaku Pemilihan Makanan dan Minuman Sehat pada Agregat Anak Sekolah Melalui Program Gamifikasi Tematik “Monopoli Jajanan Sehat”

  • Ni Luh Putu Dian Yunita Sari Stikes Bina Usada Bali
  • Komang Yogi Triana Stikes Bina Usada Bali
  • I Kadek Prastikanala Stikes Bina Usada Bali
Keywords: Child, Snacks, Monopoly, Knowledge, Behavior

Abstract

A phenomenon in the growth aspect of the child age group is obesity. Obesity is influenced by behavior in choosing food and drinks consumed daily. The preventive efforts that have been carried out so far have focused on lecture methods and media distribution. However, an educational approach in the form of games has not been implemented. The aim of this program is to implement a monopoly game with the theme "Healthy Snacks Monopoly" to increase knowledge and behavior in choosing healthy foods and drinks. This game is played in groups, for 30 minutes, and students can buy the food and drinks provided. Monitoring is also carried out for one month through the homeroom teacher. The results obtained were that students showed an increase in aspects of knowledge and behavior in choosing healthy food and drinks. This game can be applied to teachers, parents and health workers who are responsible for the health of school children to improve healthy lifestyles, especially in choosing food and drinks.

Downloads

Download data is not yet available.

References

Andini, Y. T., & Markamah, S. (2021). Pernainan monopoli religius dalam meningkatkan perilaku religius anak usia 5-5 tahun. AL IHSAN: Jurnal Pendidikan Islam Anak Usia Dini, 2(1), 1–9.

Aprilia, A. (2015). Obesitas pada anak sekolah dasar. Majority, 4(7), 45–48.

Asih, N. S. S., Renta, J., & Maranatha. (2022). Penggunaan monopoli bintang untuk mengembangkan Sopan santun anak usia 5-6 tahun. Real Kiddos : Jurnal Pendidikan Anak Usia Dini, 1(1), 33–46.

Ayuningtyas, M., & Simatupang, N. D. (2022). Pengembangan alat permainan edukatif sospoly (sosem monopoli) untuk meningkatkan perkembangan sosial emosional anak usia 5-6 tahun. Jurnal Cikal Cendekia, 02(02), 5–6.

Enjelina, W., Ningrum, A. F., & Erda, Z. (2020). Pengaruh modifikasi permainan monopoli terhadap pengetahuan dan sikap siswa mengenai keamanan makanan jajanan. Jurnal Kesehatan Masyarakat Indonesia, 15(1), 29–34.

Fardani, F. E., Ramdhani, A. T., Khasanah, A. N., Ramadhani, B. A., Ananda, M., Istiqomah, N. N., & Rinawati, S. (2018). Monolier (monopoli 5r): Innovation of monopoly games as 5r learning media for early education. Journal of Vocational Health Studies, 01, 34–38. https://doi.org/10.20473/jvhs.

Hidayah, W. (2023). Pengaruh asupan susu terhadap tinggi dan berat badan murid. Al Jayyid: Jurnal Pendidikan Islam Anak Usia Dini, 2(1), 114–120.

Hutami, A. R., Dewi, N. M., Setiawan, N. R., Putri, A. P., & Kaswindarti, S. (2019). Penerapan permainan molegi (monopoli puzzle kesehatan gigi) sebagai media edukasi kesehatan gigi da mulut siswa sd negeri 1 bumi. Jurnal Pemberdayaan Masyarakat Universitas Al Azhar, 01(02), 72–77.

Jaya, M. P. S., Wahyuni, G., & Ahmad, S. (2023). Pengaruh penggunaan alat permainan monopoli terhadap kemampuan kognitif anak usia dini di RA Shazia Palembang. Linggau Jurnal of Elementary School Education, 3(1), 1–11.

Kemenkes RI. (2018). Laporan nasional riskesdas 2018. Jakarta: Badan Penelitian dan Pengembangan Kesehatan.

Pavilianingtyas, A. (2017). Faktor agen , pejamu , dan lingkungan kejadian obesitas pada anak usia 5-6 tahun. Jurnal Gizi Indonesia, 5(2), 105–111. https://doi.org/https://doi.org/10.14710/jgi.5.2.105-111.

Rizona, F., Latifin, K., Septiawati, D., Astridina, L., Sari, M., & Fadhilah, N. F. (2020). Distribusi karakteristik faktor penyebab obesitas pada siswa sekolah dasar. Jurnal Keperawatan Sriwijaya, 7(1), 54–58. https://doi.org/https://doi.org/10.32539/JKS.v7i1.12247.

Sari, N. L. P. D. Y., Triana, K. Y., & Kyi, N. W. (2023). The feasibility of "healthy snacks monopoly " in supporting the community aggregate nursing care course for school-age children. Indonesian Nursing Journal of Education and Clinic (INJEC), 7(2), 1–11. https://doi.org/10.24990/injec.v7i2.503.

Suraya, R., Siagian, A., Lubis, Z., & Nababan, A. S. V. (2020). Pengaruh konsumsi makanan jajanan, aktifitas fisik, screen time, dan durasi tidur terhadap obesitas pada remaja. Jurnal Dunia Gizi, 3(2), 80–87.

Published
2024-04-28
How to Cite
Ni Luh Putu Dian Yunita Sari, Triana, K. Y., & Prastikanala, I. K. (2024). Increasing Knowledge and Behavior in Selecting Healthy Food and Drinks among School Children Through the Thematic Gamification Program "Monopoly on Healthy Snacks": Meningkatkan Pengetahuan dan Perilaku Pemilihan Makanan dan Minuman Sehat pada Agregat Anak Sekolah Melalui Program Gamifikasi Tematik “Monopoli Jajanan Sehat”. Dinamisia : Jurnal Pengabdian Kepada Masyarakat, 8(2), 505-511. https://doi.org/10.31849/dinamisia.v8i2.15572
Abstract viewed = 0 times
PDF downloaded = 0 times