Author:
Riska Nur,Handini Myrnawati Crie,Asmawi Moch.,in Jarud
Abstract
This research aims to produce instructional-based gamification, which effectively improves healthy and clean-living knowledge during early childhood, in Kindergarten Group B Banten Province. A population of 60 students (4-5 years of age) were selected as participants in the study, and all were enrolled in four different kindergartens in Banten province. A purposive sampling technique was used for sample selection, as data collection before and after interventions were carried out using pre and post-test instruments. After the validation process, and field tests were carried out to determine the effectiveness of the products, with the results showing that instructional-based gaming applications were effective in improving healthy and clean-living knowledge. The game topics observed included personal & environmental hygiene, sports, as well as healthy food and drink. Students considered using instructional-based gaming as motivation to learn, in order to develop healthy and clean-living behaviors, which were proposed in the cloud platform of their respective schools. This game also encouraged students' active and dynamic learning, due to the fact that it helped with various interesting activities, therefore, increasing daily healthy and clean-living behaviors. The implication of this study is that students should be diligent in maintaining cleanliness, loving exercise, and always selecting healthy food to consume. The novelty of this study is that games are observed as an early childhood team, which are responsible for improving the knowledge of clean-living and healthy behaviors.
Subject
Developmental and Educational Psychology,Education
Cited by
3 articles.
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