{"title":"基于闪卡的在线教育游戏:提高对艾滋病的认识,消除对艾滋病的偏见","authors":"Intan Farida Yasmin, Titiek Djannatun, Dian Widiyanti","doi":"10.20473/ijph.v18i3.2023.457-469","DOIUrl":null,"url":null,"abstract":"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","PeriodicalId":33636,"journal":{"name":"The Indonesian Journal of Public Health","volume":"8 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"FLASHCARD-BASED ONLINE EDUCATIONAL GAME FOR IMPROVING HIV-AIDS KNOWLEDGE AND STIGMA\",\"authors\":\"Intan Farida Yasmin, Titiek Djannatun, Dian Widiyanti\",\"doi\":\"10.20473/ijph.v18i3.2023.457-469\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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\",\"PeriodicalId\":33636,\"journal\":{\"name\":\"The Indonesian Journal of Public Health\",\"volume\":\"8 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-11-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"The Indonesian Journal of Public Health\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.20473/ijph.v18i3.2023.457-469\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Indonesian Journal of Public Health","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20473/ijph.v18i3.2023.457-469","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
FLASHCARD-BASED ONLINE EDUCATIONAL GAME FOR IMPROVING HIV-AIDS KNOWLEDGE AND STIGMA
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