KARYA TULIS ILMIAH PENGEMBANGAN ALAT PERMAINAN EDUKASI UNTUK DETEKSI DAN PROMOSI KESEHATAN MENTAL REMAJA

Nurul, Imaniaty As-syarifiah (2020) KARYA TULIS ILMIAH PENGEMBANGAN ALAT PERMAINAN EDUKASI UNTUK DETEKSI DAN PROMOSI KESEHATAN MENTAL REMAJA. S1 thesis, Universitas Mataram.

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Abstract

Background: Adolescent mental health disorders have increased in recent years. Based on WHO data, every 1 of 5 adolescents aged less than 18 years get emotional and behavioral problems and every 1 of 8 adolescents get psychiatric problems. Therefore, it is necessary to promote mental health in adolescents to increase knowledge and awareness about adolescents mental health. However, educational games specifically designed for education and detection of adolescent mental health problem has not yet been developed in Indonesia. This study aims to develop an educational game as a tool for the detection and promotion of adolescent mental health. Methods: This study used a research and development (R&D) methode by paying attention on the aspects of learning, storytelling, gameplaying, and user experiencing of development of board game. Playtest of educational game are conducted by college students, adolescents, content experts and the board game community. The data collection techniques used questionnaires then followed by quantitative, semi- qualitative and qualitative analysis. Result: This study developed mental health game called Psychogame. Psychogame is an educational game for the detection and promotion of mental health problems in adolescents. This game is card game that can be played by 2-4 adolescents aged over 15 years along 15-30 minutes. Playtest result by college students and adolescents showed excellent results respectively (89% and 90%). Playtest by content experts showed excellent results (90%) in terms of language, level of difficulty, content accuracy and suitability of the theme. The playtest results in the Dakon boardgame community show that Psychogame is quite good and there is no need for major changes to the game. Conclusion: This research resulted in an educational game design for the detection and promotion of adolescent mental health that had very good results from the game trials.

Item Type: Thesis (S1)
Keywords (Kata Kunci): Mental Health, Adolescent, Educational Games, Health Promotion.
Subjects: R Medicine > R Medicine (General)
Divisions: Fakultas Kedokteran
Depositing User: Rini Trisnawati
Date Deposited: 19 Jun 2020 03:42
Last Modified: 19 Jun 2020 03:42
URI: http://eprints.unram.ac.id/id/eprint/15822

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