THE EFFECTIVENESS OF ANDROID-BASED EDUCATIONAL GAME TOWARD HIGH SCHOOL STUDENTS’ PREPAREDNESS IN FACING MERAPI ERUPTION
Background: mount Merapi has the most active eruption frequency in Indonesia and even in the world, located on the border of two provinces, Yogyakarta and Central Java. Based on this, it is necessary to improve the preparedness program, especially for high school students who are active and productive communities. In improving disaster preparedness, capacity building in the form of sufficient knowledge requires effective educational methods, one of which is educational games. Purpose: the research objective was to determine the effectiveness of educational games compared to coventional methods for eruption disaster preparedness. Methods: this research is a quasy experimental design with a pretest - posttest nonequivalent control group. This study compares the effectiveness of the educational game method with the conventional method, on students' preparedness to face eruptions disaster. The sampling technique was a cluster sample, with a total sample of 42 people in the control group and 42 people in the intervention group who were students at school in disaster prone area. The stages of the research method are starting from the preparation stage which includes game design, software development stage, trial phase, data collection stage, processing stage and data analysis. Result: the results show that there is an effect of educational games on the level of knowledge, seen from the p value <0.05 . Conclusion: It is necessary to develop android-based educational media to generate interest and good attitudes towards disaster preparedness in school age children
Keywords:Educational Games, Disaster Preparedness
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