scholarly journals PENYULUHAN KESEHATAN DENGAN METODE BRAINSTORMING DAN SIMULATION GAME TERHADAP PENGETAHUAN REMAJA PEREMPUAN TENTANG MENSTRUASI

2021 ◽  
Vol 1 (1) ◽  
pp. 75-79
Author(s):  
Novita Br Ginting Munthe ◽  
Iskandar Markus Sembiring ◽  
Sri Wulan ◽  
Rahmad Gurusinga ◽  
Diah Evawanna Anuhgera

Menstruation is periodic and cyclical bleeding from the uterus accompanied by the release (desquamation) of the endometrium. Menstrual bleeding is the result of a complex interaction involving the hormonal system with the body's organs, namely the hypothalamus, pituitary, ovaries and uterus. Every woman experiences menstruation with a different cycle. The cause of irregular menstruation is from genetics and from a bad lifestyle. The purpose of this paper is to provide health education between brainstorming methods and simulation games to increase knowledge about menstruation. Participants in the Health education were 66 grade X students at SMA Negeri Beringin. In the implementation of activities using an instrument (questionnaire) to collect data. related to increasing knowledge about menstruation. The conclusion of this activity is that health education using simulation game and brain storming methods can increase adolescent knowledge about menstruation in class X students at SMA Negeri Beringin.

2020 ◽  
Vol 9 (9) ◽  
pp. 155 ◽  
Author(s):  
Sven Ivens ◽  
Monika Oberle

Grounded in a design-based research approach, the aim of this article is to determine whether scientific evaluations help to (a) identify and fix problems in educational interventions and (b) eventually foster a more effective and positive evaluated intervention. Therefore, data from a longer-term evaluation of short digital simulation games about the European Parliament for civic education in schools were used. The data included three cycles of interventions with pre- and post-evaluations starting with the first prototype in 2015/2016 (n = 209), the second cycle in 2017/18 (n = 97), and the last one in 2019/20 (n = 222). After each evaluation, major problems and critiques regarding the simulation game were discussed with the developers, and changes were implemented in the game design. The four most important problems, the processes by which they were improved and the reactions of the participants in the following evaluations are pointed out in the article. A comparison of the last and first evaluation cycle showed an overall improvement of the simulation game regarding its effectiveness in transferring EU knowledge and the participants’ general satisfaction with the simulation game. This study underlines the value of the design-based research approach for developing educational interventions and can be useful for further work on civic education measures and the implementation of digital simulation games.


2021 ◽  
Vol 10 (2) ◽  
pp. 74
Author(s):  
Vít Pászto ◽  
Jiří Pánek ◽  
René Glas ◽  
Jasper van Vught

Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game to complement this aspect. The main goal is to discuss the design process that went into creating the game as well as experiences from play sessions in relation to this increase of interdisciplinary knowledge among students. In the end, we present a new gaming concept based on real-world data that can be played in other interdisciplinary situations. Here, students´ feedback on individual features of the game helped to identify future directions in the development of our simulation game.


1977 ◽  
Vol 5 (1_suppl) ◽  
pp. 18-27 ◽  
Author(s):  
Carolyn Chambers Clark

Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.


2019 ◽  
Vol 9 (1) ◽  
pp. 19 ◽  
Author(s):  
Niluefer Deniz Faizan ◽  
Alexander Löffler ◽  
Robert Heininger ◽  
Matthias Utesch ◽  
Helmut Krcmar

As a current trend in teaching, simulation games play an active and important role in the area of technology-based education. Simulation games create an envi-ronment for scholars to solve real-world problems in a risk-free environment. Therefore, they aim to increase the knowledge base as well as learning experienc-es for students. However, assessing the effectiveness of a simulation game is necessary to optimize elements of the game and increase their learning effect. In order to achieve this aim, different evaluation methods exist, which do not always involve all phases when running a simulation game. In this study, we conduct a literature review to analyze evaluation methods for three phases of simulation games: pre-game, in-game, and post-game. Thirty-one peer-reviewed research papers met specified selection criteria and we classified them according to a di-dactic framework that illustrates four phases of running simulation games: Prepa-ration, Introduction, Interaction and Conclusion phase. Based on the results, we provide a concrete evaluation strategy that will be a guide to assess simulation games during all phases. This study contributes to theory by providing an over-view of evaluation methods for the assessment of simulation games within the different game phases. It contributes to practice by providing a concrete evalua-tion strategy that can be adapted and used to assess simulation games.


2021 ◽  
Vol 6 (7) ◽  
pp. 1276-1281
Author(s):  
Darmadi Darmadi ◽  
Siti Juariah ◽  
Sukri Sukri

Tarai Bangun Hamlet IV, Tarab Mulya Village is a village located in Kampar Regency where the majority of the people come from the Minang and Javanese tribes. They like to eat fatty foods that trigger an increase in body fat levels. This service is carried out with the aim of helping people who experience high blood sugar, cholesterol and uric acid levels with the phlebotomy technique (fasdhu). The method used is to provide health education, followed by checking blood sugar, cholesterol and uric acid. High levels are then performed Fasdhu. Based on the examination of blood sugar, cholesterol and uric acid checks on 37 respondents, it was found that 10 respondents had high levels. Fasdhu treatment was carried out on respondents who had blood sugar levels of 163 mg/dl, cholesterol 240.75 mg/dl and uric acid 8.95 mg/dl. After fasdhu treatment, the levels decreased to 107 mg/dl, 200 mg/dl and 7.15 mg/dl, respectively. Based on this treatment, it was concluded that the phlebotomy technique (fasdhu) could be recommended as an effort to reduce blood sugar, cholesterol and uric acid levels.


2021 ◽  
Vol 2 (1) ◽  
pp. 17-22
Author(s):  
Ikada Septi Arimurti ◽  
Rita Dwi Pratiwi ◽  
Wannasta Alayya

Abstrak: Data Riskesdas tahun 2018 menyatakan bahwa pada bayi umur 0-5 bulan di Indonesia, proporsi pola pemberian ASI sebanyak 37,3% ASI ekslusif, sedangkan pada ASI parsial dan ASI predominan masing-masing sebesar 9,3%, dan 3,3%. Hal ini menunjukkan bahwa angka ASI eksklusif kita masih tergolong rendah. Perawatan payudara adalah faktor yang berpengaruh terhadap keberhasilan proses menyusui pada ibu nifas, selain faktor lainnya. Penelitian sebelumnya mengungkapkan terdapat hubungan yang signifikan antara perawatan payudara dengan keberhasilan proses menyusui dengan p-value sebesar 0,007. Tujuan pengabdian masyarakat ini adalah memberi edukasi kepada masyarakat khususnya ibu nifas untuk dapat melakukan perawatan payudara pada masa nifasnya sehingga bisa mendukung program ASI eksklusif. Metode pengabdian masyarakat dilakukan melalui ceramah dan simulasi perawatan payudara. Pendidikan kesehatan dilakukan oleh dosen dan mahasiswa STIKes Widya Dharma Husada Tangerang. Kegiatan bertempat di Posyandu Dewi Sri Pamulang Kota tangerang Selatan. Pelaksanaannya pada saat kegiatan posyandu lalu disertakan pendidikan kesehatan dengan tema perawatan payudara pada ibu nifas. Peserta kegiatan sebanyak 15 orang ibu nifas. Terdapat antusiasme warga saat kegiatan berlangsung. Dampak kegiatan ini peserta mengetahui cara melakukan perawatan pada payudara sehingga sangat bermanfaat dalam proses menyusuinya. Harapan selanjutnya adalah kader posyandu juga dapat terus memberikan pendidikan kesehatan mengenai perawatan payudara pada ibu nifas yang belum memahami bagaimana merawat payudara selama proses menyusui.Abstract: Riskesdas data for 2018 states that in infants aged 0-5 months in Indonesia, the proportion of breastfeeding patterns is 37,3% exclusive breastfeeding, while partial breastfeeding and predominant breastfeedings are 9,3% and 3,3%, respectively. This shows that our exclusive breastfeeding rate is still low. Breast care is one of the factors that influence the success of the breastfeeding process in postpartum mothers and other factors. Previous research revealed a significant relationship between breast care and the success of the breastfeeding process with a p-value = 0,007. This community service aims to provide education to the community, especially postpartum mothers, to carry out breast care during the puerperium so that they can support the exclusive breastfeeding programs. Community service methods are carried out through lectures and simulations of breast care. Health education is carried out by lecturers and students of STIKes Widya Dharma Husada Tangerang. The activity took place at Posyandu Dewi Sri Pamulang, South Tangerang City. It was implemented during the posyandu activities and then included health education with breast care for postpartum mothers. Participants in the activity were about 15 mothers. There was enthusiasm from the residents when the activity took place. The impact of this activity, participants know how to do a treatment on the breast, so it is very beneficial in breastfeeding. The next hope is that posyandu cadres can also continue to provide health education on breast care to mothers who do not understand how to care for the breast during the breastfeeding process.


2018 ◽  
pp. 500-524
Author(s):  
Kimmo Oksanen ◽  
Timo Lainema ◽  
Raija Hämäläinen

This chapter focuses on the challenge of evaluating game-based learning. It argues that linking game-based learning with the characteristics of a specific game or game-produced engagement is challenging. It further proposes a framework in which the game-based learning process is approached by considering (business) simulation games as Computer-Supported Collaborative Learning (CSCL) environments and presents an approach on how learning can be approached and evaluated from this perspective. In addition, it highlights how simulation game mechanics appears to be a potential way to promote learners' socio-emotional processes and give rise to social interaction and to structure collaboration among the learners in the game context. The proposed framework of this chapter takes into account both cognitive and socio-emotional perspectives of learning. The results of the chapter will present a contemporary view on the roles of sociability, collaboration and engagement in game-based learning.


2011 ◽  
pp. 168-193 ◽  
Author(s):  
Louise Sauvé ◽  
Lise Renaud ◽  
David Kaufman

The authors of this chapter carried out a systematic review of the literature from 1998 to 2008 with the goal of developing conceptual definitions of game, simulation, and simulation game based on their essential attributes. This chapter first describes the motivation for this project and its methodological approach. It then introduces the databases consulted, and the analysis grid used. Finally, it presents the review results, which suggest a differentiation among games, simulations and simulation games. This analysis is intended to improve the precision of future research studies concerning the effects on learning of games, simulations, and simulation games.


Curationis ◽  
2000 ◽  
Vol 23 (3) ◽  
Author(s):  
M Steyn ◽  
A Muller

The increase in the incidence of cancer in South Africa necessitates the expansion of preventative efforts. This study shows that traditional healers in Atteridgeville are consulted by a range of people in their communities, have a basic knowledge of cancer, provide health education to their patients and are willing to participate in cancer preventative strategies. They are therefore ideally suited to augment the services of westernized health care workers. The issue of professionalization is explored and a procedure is suggested whereby the training of traditional healers can be enhanced so as to facilitate their professionalization and their collaboration with other health care workers in the prevention of cancer.


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