Pengembangan Model Edukasi Kesehatan Reproduksi Remaja Berbasis Aplikasi Edugame dalam Meningkatkan Pengetahuan, Sikap, dan Efikasi Diri Remaja tentang Kesehatan Reproduksi
Ana Setiyorini, Prof. dr. Mei Neni Sitaresmi, Sp.A(K), Ph.D; Dr. Wenny Artanty Nisman, S.Kep., Ns., M.Kes
2024 | Disertasi | S3 Kedokteran Umum
Background: Adolescents vulnerable to reproductive health problems can be educated with media echnology according to their wishes. This study aims to develop an adolescent reproductive health education model based on edugame applications for improving adolescents' knowledge, attitudes, and self-efficacy about reproductive health.
Methods: Mixed methods with exploratory sequential design. User-Centered Design (UCD) was used to develop the edugame application. User Needs Assessment through Focus Group Discussion (FGD) with grade VIII junior high school students, parents, and teachers was conducted to explore the needs of the materials and models of the adolescent reproductive health edugame application. Usability testing for the development of edugame applications according to user preferences was conducted using the System Usability Scale (SUS) on 34 adolescents accompanied by open-ended questions and FGDs. The Adolescent Sexual and Reproductive Health Knowledge, Attitude, and Self-Efficacy Questionnaires (ASRH-KASeQ) to measure the improvement of knowledge, attitude, and self-efficacy were reliability tested on 125 students. The intervention used a quasi-experiment with non-equivalent control group design. A total of 219 8th grade students consisting of 94 students in the intervention group, were given edugames, and 125 students in the control group were given leaflets. Outcome measurements were conducted before, in week 1, and 6 weeks after the intervention. Data analysis for the development stage used qualitative descriptive and the intervention stage used paired t-test, independent t-test, structural equation modeling, and linear regression.
Results: Qualitative research found six themes as the basis for developing edugame applications. The Healthy Adolescent Reproduction game with good usability testing (72.64) was used as intervention media. Outcome measurement instruments of knowledge, attitude, and self-efficacy were declared reliable with Cronbach's alpha values of 0.70, 0.81, and 0.89. The intervention was significantly effective in increasing knowledge with a medium effect size (ES = 0.505), small on attitude (ES = 0.480), and self-efficacy (ES = 0.401) of adolescents about reproductive health at 6 weeks after the intervention compared to the control. The increase in self-efficacy at 6 weeks after the intervention was mediated by an increase in knowledge and attitude of 43.43%. Attitude mediated the relationship between knowledge and self-efficacy by 68.63%. Female gender and peer influence had a significant effect on increasing knowledge (p < 0 p =0.006).>
Conclusions: The Healthy Adolescent Reproduction game can be an alternative media for reproductive health education for adolescents aged 12–15 years (junior high school level) that is effective in increasing self-efficacy through knowledge and attitude as mediator variables.
Kata Kunci : remaja, kesehatan seksual dan reproduksi, edugame, game aplikasi, user-centered design, quasi eksperimen, pengetahuan, sikap, efikasi diri, adolescents, sexual and reproductive health, game application, quasi-experiment, knowledge, attitude, self-efficac