Pengaruh edukasi kesehatan tentang bahaya game online terhadap pengetahuan dan sikap remaja. Pelajari pengaruh edukasi kesehatan audio-visual tentang bahaya game online pada peningkatan pengetahuan dan sikap remaja. Penelitian ini efektif.
Online games are internet-based games that allow multiple players to play simultaneously through online networks. These games have a strong appeal that often makes adolescents more interested in playing than studying, while also carrying the risk of addiction. This study aimed to analyze the effect of health education about the dangers of online games on adolescents’ knowledge and attitudes. The research applied a Quasi-Experimental design with a pretest-posttest control group. The sampling technique was total sampling involving 50 respondents, consisting of 25 in the intervention group and 25 in the control group. Data were analyzed using a Paired T-Test. The results revealed a significant difference in the intervention group (p=0.001 < 0.05) after receiving education, while no difference was observed in the control group. It can be concluded that health education using audiovisual media is effective in improving adolescents’ knowledge and attitudes regarding the dangers of online games.
This study, "Pengaruh Edukasi Kesehatan tentang Bahaya Game Online terhadap Pengetahuan dan Sikap Remaja," addresses a highly pertinent and critical public health issue concerning the widespread impact of online gaming on adolescent well-being. The abstract clearly articulates the research's objective: to assess the effectiveness of health education regarding the dangers of online games in improving adolescents' knowledge and attitudes. This focus is particularly relevant given the acknowledged appeal of online games and the associated risks of addiction among youth, making the investigation into effective interventions timely and valuable. The study's clear aim and positive findings suggest a promising direction for public health strategies. Methodologically, the research utilized a Quasi-Experimental design with a pretest-posttest control group, which is an appropriate framework for evaluating an educational intervention. The sample consisted of 50 respondents, evenly split into an intervention and a control group (25 each), recruited using total sampling. The application of a Paired T-Test for data analysis is suitable for discerning within-group differences. The results compellingly indicate a statistically significant improvement in the intervention group's knowledge and attitudes (p=0.001 < 0.05) after receiving health education, a stark contrast to the control group where no significant difference was observed. These findings strongly support the conclusion that health education, specifically using audiovisual media, is effective in this domain. While the study offers valuable insights, there are a few points to consider for enhancing its broader impact and generalizability. The use of total sampling coupled with a relatively small sample size of 50 respondents might limit the external validity of the findings to a wider, more diverse adolescent population. Additionally, while "audiovisual media" is mentioned, a more detailed description of the educational content, duration, and specific types of media employed would strengthen the intervention's replicability. Despite these minor considerations, the research provides robust evidence for the efficacy of health education in improving awareness and attitudes towards online game dangers. Future studies could explore larger, more diverse samples, incorporate long-term follow-up to assess sustained behavioral changes, and delve deeper into the specific elements of educational content that yield the most significant improvements.
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