Technology (Applied sciences)

Informasi Detail

Call Number : 613 Dew p
Judul : Perbandingan Efektivitas Pemberian Edukasi Menggunakan Metode Smart Game Dan Metode Audio-Visual Terhadap Tingkat Pengetahuan Tentang Bahaya Merokok Di Sekolah Dasa
Judul Asli :
Judul Seri :

Pengarang : Dewi Lisna Indah
PEMBIMBING: MAFRUHAH OKTI RATNA
Subyek : 1.EDUKASI
2.SMART GAME
3.AUDIO-VISUAL

Abstrak : {\rtf1\ansi\deff0{\fonttbl{\f0\fnil\fcharset0 Courier New;}{\f1\fnil MS Sans Serif;}}\viewkind4\uc1\pard\lang1033\f0\fs22 According to WHO (World Health Organization) in 2008, Indonesia was ranked on the third position with the largest number of smokers in the world. The prevalence of smokers in Indonesia in 2010 reached 34.7%, with the majority of smokers begin smoking in childhood or adolescence. Children's lack of knowledge about the dangers of smoking that makes children tend to behave smoking. The purpose of this research is to know the effectiveness of educational giving with an audio-visual's method is done through video and smart-game's method is done through puzzle games to the level of children's knowledge about the dangers of smoking. The design of the study is a quasi-experiment with two treatment. Data is obtained from filling the questionnaire knowledge about the dangers of smoking were done before and after education. The difference on the level of knowledge between the two treatment groups were analyzed using the Mann-Whitney test, while the influence of education was analyzed using the Wilcoxon test. There is the effect of using audio-visual and smart game education methods on the level of student'sknowledge about the dangers of smoking with the Sig. or p value of both method is 0.000 [a 0.05. Based on the difference between pretest and posttest knowledge scores of both groups showed a p-value (0.000) [0.05, which means that there are significant differences in the increase of knowledge between the two groups of education methods, and the mean of difference between pretest and posttest scores of knowledge showed that the smart game education methods (2.37) more effective than audio-visual method (1.07) to the level of the student's knowledge. \par Keywords: Education, Smart game, Audio visual, Knowledge\f1\fs16 \par \par }

Lokasi : Perpustakaan Pusat UII
Jenis : Skripsi
DDC : 613

Penerbit : Jurusan Farmasi FMIPA UII
Tahun Terbit : 2014

ISBN / ISSN : /
Jumlah Eksemplar : 0
Jumlah Tersedia : 0
Jumlah Ditempat : 0

Informasi Digital
01.0 cover : cover.pdf
02 preliminari : preliminari.pdf
03 daftar isi : daftar isi.pdf
04 abstract : abstract.pdf

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