以android为基础的教育媒体旨在提高青少年贫血的知识

None Lulu Luthfiya, Aghitsna Fyrodhika, Kartika Pibriyanti, Fathimah Fathimah
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摘要

背景:青少年常见的问题之一是贫血。知识是影响贫血的因素之一。其中一个增加知识的媒体是基于android的教育媒体。基于android的教育媒体比其他媒体更有趣。在其他年龄组中,青少年是互联网和安卓用户最多的群体。目的:了解基于android的教育媒体的有效性。方法:采用Quasy实验和对照组后测设计方法进行研究,分为两组,干预组通过模拟系统创建的基于android的教育媒体进行干预,对照组通过视频进行干预。目的抽样,每组110例。数据采用Stata 13.1结合mann whitney检验进行分析。结果:根据统计检验结果可知,干预组与对照组存在差异(p值<0.05)。干预组平均知识得分为83.15分,对照组平均知识得分为77.1分。结论:基于android的教育媒体对提高青少年贫血知识有一定效果
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Media edukasi berbasis android untuk meningkatkan pengetahuan tentang anemia pada remaja
Background: One of the common adolescent problems is anemia. Knowledge is one of the factors that influence of anemia. One of the media that increase knowledge is educational media based on android. educational media based on android is more interesting than the other media. Adolescent is the most group of internet and android users among the other age groups.Objective: This research aim to know the effectiviness educational media based on android. Methods: The research was conducted by Quasy experimental with control group post-test design method which consisted of 2 groups, namely the intervention group that was given intervention by educational media based on android which created by a mock up system and the control group was given vide . The sample was 110 each group with purposive sampling. the data was analyzed by Stata 13.1 with mann whitney test.Results: Based on the results of statistical tests, it is known that there is a difference between intervention and the control group (p value <0.05). the average score of knowledge in the intervention group was 83.15 and the control group was 77.1. Conclusion: Android-based educational media has effect to increase the knowledge of anemia in adolescents
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