Efektivitas Buku Edukatif Berbasis Games Terhadap Perubahan Pengetahuan Serta Sikap Tentang Sayur Dan Buah

knowledge attitude vegetables and fruits game-based educational book

Authors

  • Anja Farahyani Ferwanda
    anja.farahyani99@gmail.com
    Departemen Gizi Kesehatan, Fakultas Kesehatan Masyarakat-Universitas Airlangga, Indonesia
  • Lailatul Muniroh Departemen Gizi Kesehatan, Fakultas Kesehatan Masyarakat-Universitas Airlangga, Indonesia
27 December 2017

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Background: school-age children is a child's growth and development period so that the optimal nutrient intake is needed both in quality and quantity. Low intake of vegetables and fruits as a source of micronutrients is one of the dietary deviation problems in school-age children.

Objective: The purpose of this research was to analyze the effect of nutrition education by a game-based educational book to the changes of knowledge and attitude of fruit and vegetable consumption in the fifth-grade student.

Methods: this research was a quantitative used pre-experiment research design of one group pre-post test. The samples were 34 students of fifth grade from the Elementary School of Suko 1 Sidoarjo, selected by simple random sampling. This research conducted for a month, consisted of 4 sessions of the lesson, each session hold for about 60 minutes. Data were collected by questionnaires and game-based educational book media. The bivariate data were analyzed by paired t-test.

Result: the result showed that there was a significant different of knowledge (p=0.000) and attitude (p = 0.038) after nutrition education by game-based educational book about vegetables and fruit consumption.

Conclusion: the conclusion of this study is nutrition education by a game-based educational book can improve the knowledge and changes in attitude of consumption of vegetables and fruit in elementary school students.


ABSTRAK

 

Latar Belakang: Usia anak sekolah merupakan masa tumbuh kembang anak sehingga dibutuhkan asupan zat gizi secara optimal baik dari segi kualitas maupun kuantitas. Rendahnya asupan sayur dan buah sebagai sumber zat gizi mikro merupakan salah satu kesalahan pola makan pada anak usia sekolah adalah.

Tujuan: penelitian ini bertujuan untuk menganalisis perubahan pengetahuan serta sikap konsumsi sayur dan buah siswa kelas 5 SDN Suko1 Sidoarjo setelah diberi pendidikan gizi melalui media buku edukatif berbasis games.

Metode: Penelitian ini merupakan penelitian kuantitatif dengan desain penelitian pra-experiment with one group pre-post test. Sampel penelitian sebesar 34 siswa kelas 5 SDN Suko 1 Sidoarjo yang dipilih secara simple random sampling. Penelitian ini dilakukan selama satu bulan dengan penyampaian materi sebanyak 4 kali selama kurang lebih 60 menit untuk tiap pertemuan.  Instrumen penelitian yang digunakan dalam proses pengumpulan data meliputi kuesioner dan buku edukatif berbasis games. Analisis data bivariat yang digunakan pada penelitian ini adalah uji paired t-test.

Hasil: Hasil penelitian menunjukkan bahwa terdapat perbedaan pengetahuan (p=0,000) dan sikap (p=0,038) yang signifikan antara sebelum dan setelah diberi pendidikan gizi.

Kesimpulan: pendidikan gizi melalui media buku edukatif berbasis games mampu meningkatkan pengetahuan dan sikap siswa tentang sayur dan buah. 

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