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dc.contributor.authorFarida Yasmin, Intan-
dc.contributor.authorTitiek Djannatun, Titiek-
dc.contributor.authorWidiyanti, Dian-
dc.date.accessioned2024-09-23T02:34:29Z-
dc.date.available2024-09-23T02:34:29Z-
dc.date.issued2023-12-
dc.identifier.urihttp://localhost:8080/xmlui/handle/123456789/6096-
dc.description.abstractABSTRACT Introduction: The burden of HIV-AIDS cases in Indonesia remains high, while HIV-AIDS promotion programs targeting students remain low. Game-based learning has not been investigated as an alternative method for improving HIV-AIDS awareness among students. Aims: this study quantifies the impact of the flashcard-based educational game invented by YARSI HIV-AIDS Care on high school students in Jakarta. Method: A simple randomized controlled study was conducted among 112 SMA 27 Jakarta students (intervention, n=56; control, n= 56). The HIV-AIDS knowledge and attitude scores before and after the educational game were evaluated using a validated questionnaire. An intervention using a flashcard-based game is conducted online. Univariate and Bivariate analyses of the pre-and post-scores for both groups were performed. Result: Following the game, there was a considerable improvement in the HIV-AIDS comprehensive knowledge scores (pre-test vs. post-test, 65 vs. 90, p<0.01), while the control score remained unchanged. The intervention group also had higher knowledge and attitude scores than did the control group (p<0.01). Conclusion: Flashcard-based education games significantly increased comprehensive HIV-AIDS knowledge and positive attitudes toward HIV-AIDS. Thus, this method could be implemented in HIV-AIDS promotion programs that target students. Keywords: HIV-AIDS, Educative Games, Students, Health Promotion, Game-based learningen_US
dc.language.isoenen_US
dc.publisherThe Indoneisan Journal Of Public Healthen_US
dc.subjectHIV-AIDS,en_US
dc.subjectEducative Games,en_US
dc.subjectStudents,en_US
dc.subjectHealth Promotion,en_US
dc.subjectGame-based learningen_US
dc.titleFLASHCARD-BASED ONLINE EDUCATIONAL GAME FOR IMPROVING HIV-AIDS KNOWLEDGE AND STIGMAen_US
dc.typeArticleen_US
Appears in Collections:VOL 18 NO 3 2023

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