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PENGARUH PENDIDIKAN KESEHATAN PENCEGAHAN ANEMIA DENGAN METODE GAMES BASED LEARNING TERHADAP KEPATUHAN KONSUMSI SUPLEMEN PENAMBAH DARAH PADA REMAJA PUTRI USIA 12-15 TAHUN DI SMP NEGRI 02 KOTA SERANG TAHUN 2024

WIDIANTI, NADIA (2024) PENGARUH PENDIDIKAN KESEHATAN PENCEGAHAN ANEMIA DENGAN METODE GAMES BASED LEARNING TERHADAP KEPATUHAN KONSUMSI SUPLEMEN PENAMBAH DARAH PADA REMAJA PUTRI USIA 12-15 TAHUN DI SMP NEGRI 02 KOTA SERANG TAHUN 2024. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

Background: The incidence of anemia in developing countries is 53.7%. Anemia is a condition where the body lacks iron in the blood, namely <12 g/dL. One way to manage anemia in teenage girls is by consuming >52 blood-boosting supplements every year. Compliance with the consumption of blood-boosting supplements is required in order to break the chain of growth barriers, prevent anemia, and increase iron stores in the body. One of the factors that influence compliance is education, health education will influence changes in a person's behavior in order to increase adolescent compliance in consuming these supplements. Health education methods can also influence the learning process. The health education method used is games based learning with the education-based Kahoot games application. Objective: This study aims to determine the effect of health education using the games based learning method on compliance with consuming blood-boosting supplements in young women. Method: This research uses a quasi-experimental method with a stratified random sampling method with a sampling number of 60 respondents. This study used the Medication Adherence Report Scale-10 compliance questionnaire. The data analysis used is the Dependent and Independent T Test. Results: Based on the results of the Dependent T Test, a p value of 0.000<0.05 (Significant) was obtained and the results of the Independent T Test obtained a p value of 0.000<0.05 (Significant). So it can be concluded that there is an influence of anemia prevention health education using the games based learning method on compliance with the consumption of blood-boosting supplements in young women aged 12-15 years at SMP Negri 02, Serang City. Suggestion: Researchers can then control the consumption of blood-boosting supplements.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorHERMALA DEWI, NELLY19790612005012009
Thesis advisorRUSTIAWATI, EPI197811042005022001
Additional Information: Latar Belakang: Angka kejadia anemia di Negara berkembang 53.7%. Anemia adalah keadaan dimana tubuh kekurangan zat besi dalam darah yaitu <12 g/dL. Penatalaksanaan anemia remaja putri salah satunya yaitu dengan mengkonsumi suplemen penambah darah >52 butir setiap tahunnya. Dibutuhkan kepatuhan konsumsi suplemen penambah darah agar dapat memutus rantai hambatan pertumbuhan, mencegah anemia, dan meningkatkan simpanan zat besi dalam tubuh. Faktor yang mempengaruhi kepatuhan salah satunya yaitu pendidikan, pendidikan kesehatan akan mempengaruhi perubahan prilaku seseorang agar meningkatkan kepatuhan remaja dalam mengkonsumsi suplemen tersebut. Metode pendidikan kesehatan juga dapat mempengaruhi proses pembelajaran. Metode pendidikan kesehatan yang digunakan yaitu games based learning dengan aplikasi games Kahoot yang berbasis pendidikan. Tujuan: Penelitian ini bertujuan untuk mengetahui pengaruh pendidikan kesehatan dengan metode games based learning terhadap kepatuhan konsumsi suplemen penambah darah pada remaja putri. Metode: Penelitian ini menggunakan metode kuasi eksperimen dengan metode stratified random sampling dengan jumlah sampling sebanyak 60 responden. Penelitian ini menggunakan kuesioner kepatuhan Medication Adherence Report Scale-10. Analisis data yang digunakan yaitu Uji T Test Dependen dan Independen. Hasil: Berdasarkan hasil Uji T Dependen di dapatkan nilai p value 0.000<0.05 (Signifikan) dan hasil Uji T Independen didapatkan nilai p value 0.000<0.05 (Signifikan). Maka dapat disimpulkan ada pengaruh pendidikan kesehatan pencegahan anemia dengan metode games based learning terhadap kepatuhan konsumsi suplemen penambah darah pada remaja putri usia 12-15 tahun di SMP Negri 02 Kota Serang. Saran: Peneliti selanjutnya dapat melakukan pengtrolan terhadap konsumsi suplemen penambah darah.
Uncontrolled Keywords: Anemia, Games Based Learning, Compliance, Medication Adherence Report Scale-10, Health Education, Young Women, and Blood Supplement Tablets. Anemia, Games Based Learning, Kepatuhan, Medication Adherence Report Scale-10, Pendidikan Kesehatan, Remaja Putri, dan Tablet Tambah Darah.
Subjects: R Medicine > RT Nursing
Divisions: 07-Fakultas Kedokteran
07-Fakultas Kedokteran > 14201-Prodi Keperawatan S1
Depositing User: Ms Nadia Widianti
Date Deposited: 04 Jun 2024 16:31
Last Modified: 04 Jun 2024 16:31
URI: http://eprints.untirta.ac.id/id/eprint/35716

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