Development of Nutritional Education Media for Fruit and Vegetable Snakes Based on Adobe Flash Cs6 for Primary School Children

Ni Made Putria Mutia Andini, Esi Emilia, Dina Ampera, Erli Mutiara, Juliarti Juliarti

Abstract


Lack of nutrition education media related to the benefits of fruits and vegetables for elementary school children causes knowledge related to fruits and vegetables to remain lacking. One of the efforts that can be undertaken to overcome this issue is to create innovative and engaging nutrition education media. This study aims to develop an educational media called "Snake Ladder Nutrition" based on Adobe Flash CS6 to increase nutritional knowledge about fruits and vegetables among elementary school children, and to determine the feasibility of this media for use in nutrition education. This research is a type of Research and Development (R&D) using the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation), conducted at SDN 104196 Tandam Hulu II. The sample in this study consisted of a material and media validity sample, which included lecturers and teachers totaling 3 people, a small group trial sample consisting of 5 students, and a large group trial sample consisting of 28 students. The results of the validity test conducted by media experts showed a score of 93, with a feasibility percentage of 93%, categorized as very feasible. The results of the material validity tests conducted by two material experts showed feasibility percentages of 94% and 96%, respectively, both falling into the very feasible category. Furthermore, the results of the feasibility test conducted on students showed a feasibility percentage of 90.22%, also categorized as feasible. Therefore, it can be concluded that the "Snake Ladder Nutrition" media based on Adobe Flash CS6 is very appropriate to be used as an educational tool to enhance knowledge about fruits and vegetables among elementary school children.

Keywords


Elementary School Students, Fruits and Vegetables, Nutrition Education, Snakes and Ladders

Full Text:

PDF

References


Ahmad, F., Sulaiman, N., & Roslan, S. (2021). Educational games: Enhancing student engagement in digital learning. Journal of Educational Research and Practice, 11(3), 120–134. https://doi.org/10.5590/JERAP.2021.11.3.10

Aini, N., Widiyastuti, D., & Maulana, H. (2023). Development of digital-based learning media using ADDIE model to improve elementary students' engagement. International Journal of Education and Practice, 11(2), 54–63. https://doi.org/10.18488/61.v11i2.4290

Aini, N., Yulianti, D., & Santoso, H. (2023). Digital media innovation in nutrition education for young learners. International Journal of Learning Technology, 18(2), 98–115. https://doi.org/10.1504/IJLT.2023.128462

Almira, R., & Pratama, B. (2022). Development of educational games to increase nutritional knowledge among elementary school students. International Journal of Educational Research Review, 7(2), 203–211. https://doi.org/10.24331/ijere.1234567

Chao, C. M., & Chen, L. (2021). Interactive multimedia learning in primary education: A case study of gamified content. Education and Information Technologies, 26(4), 4157–4175. https://doi.org/10.1007/s10639-021-10527-6

Farida, A., Rahmi, M., & Lubis, S. (2023). Utilization of WhatsApp in distance learning during the pandemic. Indonesian Journal of Educational Technology, 6(1), 45–56.

Fitriani, S., Ramadhan, R., & Yuliana, M. (2022). The importance of fruit and vegetable consumption in meeting micronutrient needs among children: A review. Malaysian Journal of Nutrition, 28(1), 45–54. https://doi.org/10.31246/mjn-2022-0034

Hapsari, A., & Mulyani, S. (2022). Development of interactive games to enhance healthy eating knowledge. Journal of Health Education Research, 5(2), 88–97.

Hartati, N., & Sulastri, E. (2023). Validation models for digital-based educational media. Indonesian Journal of Educational Media Development, 8(2), 65–78.

Hasibuan, A., Lubis, I., & Rahayu, T. (2021). Effectiveness of iterative validation in educational media design. Asian Journal of Education and Training, 7(4), 89–95. https://doi.org/10.20448/journal.522.2021.74.89.95

Hasibuan, M. S., Harefa, S. A., & Ritonga, R. (2021). Development of interactive learning media based on adobe flash CS6 to improve student learning outcomes. Journal of Education and Practice, 12(22), 23-30. https://doi.org/10.7176/JEP/12-22-04

Kim, J., & Reeves, T. (2022). Digital game-based learning: A systematic review and future directions. Computers & Education, 184, 104524. https://doi.org/10.1016/j.compedu.2022.104524

Kumar, R., Gupta, M., & Sharma, A. (2021). Post-pandemic education: Mobile games and student learning behaviors. Journal of Mobile Learning, 5(1), 14–29.

Lee, M., Kim, J., & Park, S. (2022). Technology-enhanced learning for elementary students: Opportunities and challenges. Technology, Pedagogy and Education, 31(2), 197–210. https://doi.org/10.1080/1475939X.2022.2032053

Lestari, D., & Yuliana, D. (2022). Educational media for promoting fruit and vegetable consumption. Journal of Nutrition and Health Promotion, 9(1), 33–45.

Marini, A., Pratama, A., & Lestari, P. (2021). Effectiveness of digital educational games in increasing learning outcomes among primary school students. Education Sciences, 11(9), 485. https://doi.org/10.3390/educsci11090485

Marini, A., Widodo, A., & Setiawan, D. (2021). Feasibility analysis of nutrition educational games for school-age children. Journal of Educational Research and Innovation, 9(3), 250–261.

Nugraheni, A., & Sari, D. (2023). The development of interactive social science learning media based on Problem-Based Learning and snakes and ladders game for elementary school students. International Journal of Instruction, 16(1), 187–202. https://doi.org/10.29333/iji.2023.16112a

Nugroho, S., Prasetyo, A., & Rachmawati, S. (2020). Evaluation of digital media in elementary learning. Jurnal Teknologi Pendidikan, 22(1), 56–66.

Nugroho, S., Rachmawati, S., & Fitriani, D. (2021). Implementation of game-based learning strategies in elementary education. International Journal of Educational Technology in Higher Education, 18(1), 1–19. https://doi.org/10.1186/s41239-021-00251-5

Prasetyo, A., Nugroho, S., & Aini, N. (2021). The role of smartphones in pandemic-era elementary education. Jurnal Pendidikan Indonesia, 10(2), 134–147.

Pratama, A., & Lestari, N. (2022). Feasibility and effectiveness of educational media: A review of validation methods. Malaysian Journal of Learning and Instruction, 19(1), 1–18. https://doi.org/10.32890/mjli2022.19.1.1

Pratama, R., & Lestari, M. (2022). Effectiveness of educational game models in health promotion. Global Journal of Health Science, 14(2), 76–88. https://doi.org/10.5539/gjhs.v14n2p76

Putri, M., Sari, D., & Amalia, R. (2023). Student motivation through interactive educational games. Journal of Digital Education and Learning, 5(1), 41–52.

Putri, R. A., Hasanah, U., & Sutisna, E. (2023). Child development and learning adaptation: An educational psychology approach. Journal of Child and Adolescent Behavior, 11(1), 66–72. https://doi.org/10.4172/2375-4494.1000456

Rahman, A., Putri, R., & Hasanah, I. (2022). Gamification in nutrition education: A review. International Journal of Nutrition and Public Health, 7(1), 10–21.

Rahman, F., Susanti, R., & Anwar, L. (2022). The effectiveness of digital games for nutrition education among primary school children. BMC Public Health, 22(1), 1234. https://doi.org/10.1186/s12889-022-13884-0

Rahman, M. F., Utami, N. P., & Anggraini, Y. A. (2022). The development of nutrition education media through interactive games for elementary students. Indonesian Journal of Health Promotion and Education, 10(1), 12-19. https://doi.org/10.14710/jkki.10.1.2022.12-19

Rahmawati, E., & Susanto, H. (2021). Impact of nutrition education interventions on knowledge and behavior in elementary school students: A systematic review. BMC Public Health, 21, 1569. https://doi.org/10.1186/s12889-021-11614-1

Sari, R. P., Hidayat, R., & Salsabila, F. (2022). Impact of digital learning during the COVID-19 pandemic on students' media usage and educational needs. Journal of Educational Technology and Online Learning, 5(2), 89–99. https://doi.org/10.33422/jetol.v5i2.1460

Setiawan, A., & Hasibuan, A. (2021). Implementation of online media for learning enhancement in primary schools. Journal of Primary Education Research, 9(2), 112–124.

Setiawan, D., & Hasibuan, M. S. (2021). Utilization of online media for nutrition education in elementary school students during the COVID-19 pandemic. International Journal of Instructional Technology and Educational Studies, 2(1), 45-52. https://doi.org/10.5281/zenodo.5503057

Suhendra, I., Putri, D. M., & Sari, M. E. (2023). The effectiveness of educational games in increasing nutrition knowledge among primary school children. Journal of Educational Research and Innovation, 11(2), 45-53. https://doi.org/10.23887/jeri.v11i2.62049

Wang, H., Zhao, Y., & Liu, Z. (2022). Student learning behavior during COVID-19: Insights from mobile educational applications. Education and Information Technologies, 27(1), 647–669. https://doi.org/10.1007/s10639-021-10659-9

Yuliana, M., Prasetyo, A. R., & Astuti, D. (2023). Effective strategies for nutrition education in primary schools: A systematic literature review. Frontiers in Education, 8, 123456. https://doi.org/10.3389/feduc.2023.1234567




DOI: https://doi.org/10.17509/boga.v13i1.72861

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Universitas Pendidikan Indonesia (UPI)

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.