BibTex Citation Data :
@article{JPKI85211, author = {Risma Verani Arvina Putri and windi Rachmawati and Sapto Adi and Nurnaningsih Ulfa}, title = {Influence of Educational Game-Based Learning on Knowledge and Ability in Nutritional Selection}, journal = {Jurnal Promosi Kesehatan Indonesia}, volume = {21}, number = {3}, year = {2026}, keywords = {Health, Education, Stunting prevention}, abstract = { Background: Malnutrition, particularly stunting, remains a global health issue that impedes child development and affects overall human quality. This study aimed to examine the effectiveness of \"SPINERGY,\" an educational game-based health promotion media, in improving knowledge of stunting, balanced nutrition, and food selection skills among adolescents at SMPN 5 Batu. Method: A quasi-experimental design with pre-test and post-test control groups was used, following a research and development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study involved 116 students from grades VII to IX selected via proportional stratified random sampling. Data were collected using valid and reliable questionnaires (20 items each) to assess knowledge and food selection abilities before and after the intervention. Statistical analysis was conducted using the Mann-Whitney U Test. Result: The findings showed a significant improvement in knowledge in the intervention group across all grades (VII, VIII, IX) compared to the control group (p < 0,05). For the food selection ability variable, a significant improvement was noted in grades VII (p = 0,023) and VIII (p = 0,022), while grade IX (p = 0,112) showed no significant change, likely due to a higher initial ability level. Developing SPINERGY into a digital format or dare game is recommended to make this medium more accessible, engaging for the younger generation, and relevant to current learning technology developments. Collaboration with educational institutions and health departments is also needed to strengthen the implementation and appeal of this game-based nutrition education program. }, issn = {2620-4053}, pages = {282--291} doi = {10.14710/jpki.21.3.282-291}, url = {https://ejournal.undip.ac.id/index.php/jpki/article/view/85211} }
Refworks Citation Data :
Background: Malnutrition, particularly stunting, remains a global health issue that impedes child development and affects overall human quality. This study aimed to examine the effectiveness of "SPINERGY," an educational game-based health promotion media, in improving knowledge of stunting, balanced nutrition, and food selection skills among adolescents at SMPN 5 Batu.
Method: A quasi-experimental design with pre-test and post-test control groups was used, following a research and development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study involved 116 students from grades VII to IX selected via proportional stratified random sampling. Data were collected using valid and reliable questionnaires (20 items each) to assess knowledge and food selection abilities before and after the intervention. Statistical analysis was conducted using the Mann-Whitney U Test.
Result: The findings showed a significant improvement in knowledge in the intervention group across all grades (VII, VIII, IX) compared to the control group (p < 0,05). For the food selection ability variable, a significant improvement was noted in grades VII (p = 0,023) and VIII (p = 0,022), while grade IX (p = 0,112) showed no significant change, likely due to a higher initial ability level. Developing SPINERGY into a digital format or dare game is recommended to make this medium more accessible, engaging for the younger generation, and relevant to current learning technology developments. Collaboration with educational institutions and health departments is also needed to strengthen the implementation and appeal of this game-based nutrition education program.
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