scholarly journals THE EFFECT OF NUTRITIONAL EDUCATION THROUGH PUZZLE GAMES TO CHILDREN'S PERCEPTION ABOUT SNACKS SELECTION IN SD PESAWAHAN SIDOARJO SCHOOL

Author(s):  
Siti Indatul Laili ◽  
Siti Mariyah Ningsih

Stages of school-age children have more activity outside the home; this causes children often forget the time to eat,so they buy snacks to delay hunger. By providing balanced nutrition education through puzzle games can change the perception of children so they can choose a healthy snack. The purpose of this research is to prove the influence of balanced nutrition education through puzzle game to children's perception about the selection of snacks in SD PesawahanSidoarjo. This research design uses one group pre-post test design. The population of this study is all 4-6 grade children in SD PesawahanSidoarjo with 54 respondents. The sample of this research is some of grade 4-5 students in SD PesawahanSidoarjo as many as 48 respondents taken with simple random sampling. Measuring tool used a questionnaire to assess perception with 100% valid and reliable test with ρ = 0.961. Time of study March 2017. A statistic test using T-Test. The results showed that respondents who had a positive perception of 25 (52.1%) of respondents increased to 36 (75%) respondents after balanced nutrition education through puzzle game. T-test result ρcount 0.000 = and atable = 0,05. This means balanced nutrition education through puzzle games can improve the perception of children about the selection of snacks in SD PesawahanSidoarjo. Learning through puzzle games can foster self-confidence in children and children able to solve problems. This makes the child more comfortable so that the message conveyed through the puzzle game will be easily understood by the child. This increased understanding will affect the perception of the child.

Author(s):  
Siti Indatul Laili ◽  
Siti Mariyah Ningsih

Stages of school-age children have more activity outside the home; this causes children often forget the time to eat,so they buy snacks to delay hunger. By providing balanced nutrition education through puzzle games can change the perception of children so they can choose a healthy snack. The purpose of this research is to prove the influence of balanced nutrition education through puzzle game to children's perception about the selection of snacks in SD PesawahanSidoarjo. This research design uses one group pre-post test design. The population of this study is all 4-6 grade children in SD PesawahanSidoarjo with 54 respondents. The sample of this research is some of grade 4-5 students in SD PesawahanSidoarjo as many as 48 respondents taken with simple random sampling. Measuring tool used a questionnaire to assess perception with 100% valid and reliable test with ρ = 0.961. Time of study March 2017. A statistic test using T-Test. The results showed that respondents who had a positive perception of 25 (52.1%) of respondents increased to 36 (75%) respondents after balanced nutrition education through puzzle game. T-test result ρcount 0.000 = and atable = 0,05. This means balanced nutrition education through puzzle games can improve the perception of children about the selection of snacks in SD PesawahanSidoarjo. Learning through puzzle games can foster self-confidence in children and children able to solve problems. This makes the child more comfortable so that the message conveyed through the puzzle game will be easily understood by the child. This increased understanding will affect the perception of the child.


2017 ◽  
Vol 1 (4) ◽  
pp. 389
Author(s):  
Anja Farahyani Ferwanda ◽  
Lailatul Muniroh

 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. 


2017 ◽  
Vol 1 (4) ◽  
pp. 389
Author(s):  
Anja Farahyani Ferwanda ◽  
Lailatul Muniroh

 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. 


2019 ◽  
Vol 2 (1) ◽  
pp. 47-59
Author(s):  
Widya Pribadiyanti Areski ◽  
Muzdalifah Muhammadun ◽  
Amzah Selle

This research aims to see the students’ speaking skill before and after learning process by using expression card media at the second grade of SMA Negeri 1 Parepare. The results of the research are useful for the teacher and students. The teacher should aware that it is important to supplied the technique or strategy before teaching and the students also can be easier to express their ideas, make the students more active in learning process. The subject of this research is XI IIS4 class which is consisted of 30 students. The sample was taken by using simple random sampling. The design in this research was pre-experimental with pre-test and post-test design. The student did the pre-test, got the treatment and did the post-test. Then the criteria of speaking skills are fluency, accuracy, content, pronunciation and they were usedto measure the students’ speaking skill. It aimed to know whether using expression card media can improve the students’ speaking skill. The result in this research was indicated that there was improvement of the students’ speaking skill. It was indicated by the students’ mean score of post-test (73.3) was greater than pre-test (41.9). Even, for the level significant (p) 5% and (df) = N-1=30-1=29, and the value of table is 1.699, while the value of t-test is 16.18. it means that, the t-test value is greater than t-table (16.18 ≥ 1.699). Thus, it can be concluded that the students’ speaking skill is significant better after getting the treatment. So, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is fail rejected.


2020 ◽  
Vol 2 (2) ◽  
pp. 42-46
Author(s):  
Wahyu Dini Metrikayanto ◽  
Rachmat Chusnul Choeron ◽  
Dudella Desnani Firman Yasin

Kemampuan dalam menginterpretasikan blood gases analysis (BGA) sangat diperlukan bagi mahasiswa keperawatan. Namun, menginterpretasikan BGA sering menjadi beban bagi mahasiswa oleh karena sulit dipelajari. Tujuan penelitian ini ialah untuk mengetahui efektivitas media grafis terhadap kemampuan menginterpretasikan BGA pada mahasiswa Profesi Ners di Fakultas Ilmu Kesehatan Universitas Tribhuwana Tunggadewi Malang. Desain penelitian menggunakan one group pre-post test design dengan populasi mahasiswa Program Studi Penddidikan Profesi Ners. Besar sampel sebanyak 38 responden diambil melalui simple random sampling. Data dikumpulkan menggunakan tes tulis. Data dianalisis menggunakan uji paired t test dengan ?=0,05. Hasil penelitian menunjukkan bahwa sebelum diajarkan teknik interpretasi BGA menggunakan grafis kemampuan responden berada pada rerata 3,74 (SD= 1,89) dan setelah diajarkan teknik interpretasi BGA menggunakan grafis kemampuan responden meningkat dengan rerata 7,63 (SD= 2,09), serta hasil uji statistik didapatkan p=0,000 yang berarti bahwa media grafis sangat efektif untuk meningkatkan kemampuan mahasiswa dalam menginterpretasikan BGA. Dengan demikian, media grafis dapat menjadi pilihan yang sangat tepat untuk menyampaikan materi yang sulit dipahami namun bisa disederhanakan dalam bentuk gambar atau bagan.


Kappa Journal ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 102-108
Author(s):  
Fartina Fartina ◽  
◽  
Khaerus Syahidi ◽  
Laxmi Zahara ◽  
Zaotul Wardi ◽  
...  

This study aims to determine the differences in student achievement who are taught using interactive multimedia drills model with students who are taught using science comic media. This type of research is experimental research. The population in this study is all students of class VII MTs. The State of Selong Model and the sampling was determined by using cluster random sampling technique to select the class and simple random sampling to select the students in that class. The second sampling technique is random sampling by drawing lots, cluster random sampling, namely the class is divided into experimental class I, namely the class that is taught using interactive multimedia drills model (class VII-E) and the experimental class II, namely the class that is taught using comic media. science (class VII-F), each of which consists of 36 students. And simple random sampling, where students are drawn after data collection to reduce the sample to 30 students to facilitate hypothesis testing. The data collection technique used post-test while the data analysis technique to test the hypothesis was the t-test. The results of data analysis using t-test showed that there were differences in student achievement who were taught using interactive multimedia drills model with students who were taught using science comic media. This can be seen in the post-test results where t-count > t-table is 2.206 > 2.002. Thus H0 is rejected and Ha is accepted. This means that there are differences in student achievement who are taught using interactive multimedia drills model with students who are taught using science comics


2017 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Antika Septiana Puji Lestari ◽  
Agustinus Hary Setyawan

There were many students that had problem in their speaking ability. Based on the problem, this research aims to: (1)Find out the result of students’ learning speaking by using scraps-made realia; (2) Find out the result of students’learning speaking without using scraps-made realia; (3) Define the students’ achievement in learning speaking byusing scraps-made realia. This research involved class 1A and class 1B of SD 1 Pedes which have 44 students for eachclass. The researcher used pre-test and post-test to analyze the students’ achievement in speaking skill. It was foundthat the mean of pre-test was 50 while the mean of post-test was 77,27. The obtained data of the t-test result was27,447. It means that t-test was higher than t-table (27,447 > 2,018). It means that the post-test was higher than pretest.In conclusion, the finding of this research showed that teaching speaking by using scraps-made realia waseffective to teach speaking skill. Hence, the researcher suggested to use scraps-made realia as alternative media inteaching speaking.


2020 ◽  
Vol 3 (2) ◽  
pp. 62-69
Author(s):  
Alvio Arisia Safitri ◽  
Dwi Sloria Suharti ◽  
Asep Suhendar

In learning English, the students often make some problems while building a recount text. One of the problems causing it is that the teacher might use the old teaching method. This research aimed to observe the effect of grammar-focused writing instruction on the tenth-grade students' writing recount text at one of the Senior High School State at Kabupaten Tangerang. The research method used in this research was a quantitative method with a quasi-experimental design by using a non-equivalent control group design. The population of this research was 460 tenth grade students. The sample of this research was taken from two classes that were chosen by using Simple Random Sampling. There were X IPS 4 as the controlled class and X IPS 5 as the experimental class. The normality test result showed that the data is normally distributed, and the homogeneity test result showed that the variants belong to a homogeneous population. The analysis results of post-test by using t-test (The Pooled Variance Model T-test) were obtained data that t-count = 4,37 and t-table = 1,99 with significant level ɑ = 5% or 0,05. From the post-test calculation result, H0 is rejected, and H1 is accepted. It can be concluded that there is a significant effect of students’ writing recount text between students in the experimental class who were taught by using grammar-focused writing instruction and students in the controlled class who were taught by using the conventional method.


2018 ◽  
Vol 8 (2) ◽  
Author(s):  
NI KETUT UTAMI HANDAYANI . ◽  
PROF.DR. NASWAN SUHARSONO, M.Pd. . ◽  
DR. I MADE TEGEH, S.Pd.,M.Pd .

Penelitian ini bertujuan mengembangkan suplemen bahan ajar Bahasa Inggris membaca pemahaman yang kontekstual dan berkarakter sesuai model pembelajaran REACT yang memenuhi kelayakan bagi siswa kelas IX SMP. Metode penelitian menggunakan model pengembangan Borg and Gall (1989). Uji validasi dilaksanakan melalui uji ahli, uji perorangan, uji teman sejawat, dan uji kelompok kecil sedangkan uji efektifitas produk melalui pre-tes dan post-test. Data uji oleh ahli isi/desain dan media, perorangan, teman sejawat, dan tanggapan kelompok kecil dikumpulkan melalui angket, sedangkan hasil uji efektivitas penerapan dikumpulkan melalui test. Hasil-hasil uji dianalisis melalui statistik deskriptif kualitatif dan kuantitatif. Data hasil uji yang dikumpulkan melalui angket dianalisis menggunakan persentase dan hasilnya dikonversikan dengan tabel kualifikasi. Sedangkan hasil uji efektivitas penerapan, pretest dan post-test dianalisis menggunakan uji-t dan hasilnya dibandingkan dengan hipotesis. Hasil penelitian terhadap pengembangan produk menunjukkan bahwa hasil uji validasi ahli pembelajaran terhadap isi sebesar 92,00% dengan kualifikasi hampir sempurna dengan perbaikan sangat ringan, hasil validasi ahli desain sebesar 92,00% dan hasil validasi ahli media sebesar 88,00% dengan kualifikasi sangat baik perlu revisi ringan, hasil validasi perorangan terhadap produk sebesar 92,22%, hasil validasi/uji teman sejawat sebesar 93,33%, hasil validasi kelompok kecil sebesar 92,20%, dan dari hasil pre-test dan post-test diperoleh nilai rata-rata kelas sebesar 66,75 dan 80,87. Uji efektivitas penerapan dilakukan melalui uji-t terhadap hasil pretest dan post-test. Hasil uji efektivitas menunjukkan bahwa hipotesis alternatif diterima, yaitu terdapat perbedaan signifikan antara hasil test sebelum dan sesudah penerapan bahan ajar yang dikembangkan. Dapat disimpulkan bahwa suplemen bahan ajar membaca pemahaman Bahasa Inggris kontekstual berkarakter untuk kelas IX semester 1 layak untuk dipergunakan. Kata Kunci : bahan ajar, pembelajaran kontekstual, membaca pemahaman, pendidikan berbasis karakter This research was aimed at developing contextual English reading (comprehension) supplement for the ninth graders of SMP semester 1 by the implementation of REACT model of learning in the academic year 2016/2017. Product validation included experts validation, individual validation from the students, teachers validation, and classical validation, while the effectiveness of the product was done through the analysis of the pre-test and post-test. Data of evaluation were collected through questionaires distribution, and tests. The result of evaluation was analyzed through descriptive qualitative and quantitative technique. The data from questioners were analyzed in percentage, meanwhile, the data of the pre-test and post-test was analyzed using t-test. The t-test result was compared to the hypothesis. The result of validation form showed that the supplement was in a proper quality. The expert validation about the content and instructional design reached to 92% and media validation reached to 88%. They are categorized into nearly perfect and very good. In a line with this, the result of the t-test showed that there were a significant difference between pre-test and post-test result. The average score for the pre-test was 66,75 while the average score for the post-test was 80,87. It means the alternative hypothesis was accepted. Overall, the supplement product met the proper qualification to be used in the real practical classroom activity. keyword : learning material, contextual learning, reading comprehension, character-based education


2017 ◽  
Vol 1 (1) ◽  
pp. 20
Author(s):  
Eka Oktavianto ◽  
Alfi’atul Mubasyiroh

Background: Childcare problems will have an impact on growth and development. Currently there are many caregivers who do not understand how to take care of children. Many of them do not know the importance of playing and interacting with children yet. Therefore it is important to provide training to them.Objective: Studywas aimed to evaluate the effect of play training in caregiver on knowledge, affective, and skill of caregiver at LKMD Singosaren kindergarten Banguntapan Bantul Yogyakarta. Methods: Pre-experimental with one group pre and post-test design without control was applied in this study. Nineteen pairs of caregiver and preschool children were selected by using purposive sampling. Data was collected by using questionnaires and observation form. Then, data analysis was performing by dependent sample t test. Result: This study found that knowledge was increasing about 3,68 after the training is given to the respondents. The affective was increasing about 5 after the training is given to the respondents. The skill was increasing about 32 after the training is given to the respondents Comparative test between pre-test toward post-test I and II showed that p=0,000 (p value <0,05).Conclution: Providing the play training has found significantly affect on knowledge, affective, and skill of caregiver to provide better caring in preschool children.


Sign in / Sign up

Export Citation Format

Share Document