THE EFFECT OF ESCAPE ROOM GAMIFICATION ON ADOLESCENTS’ PSYCHOMOTOR SKILLS IN EVALUATING AND SELECTING BEVERAGES BASED ON SUGAR CONTENT
DOI:
https://doi.org/10.62354/jurnalmedicare.v5i4.584Abstrak
Background: Adolescents’ consumption of sugar-sweetened beverages is a public health concern. The ability to interpret nutrition labels and select beverages based on sugar content requires practical skills that may be developed through interactive learning.
Objective: To analyze the effect of escape room gamification on adolescents’ psychomotor skills in evaluating and selecting beverages based on sugar content. Methods: A pre-experimental one-group pretest–posttest study was conducted among 38 seventh-grade students at MTs. Al-Hikmah Cupel, selected consecutively from a population of 81 students. Psychomotor skills were assessed using an observation sheet adapted from Dave’s psychomotor taxonomy. Data were analyzed using the Wilcoxon signed-rank test.
Results: Before the intervention, 33 students (86.84%) were classified as having moderate psychomotor skills and 5 (13.16%) as low. After the intervention, 36 students (94.74%) were classified as good and 2 (5.26%) as moderate. The Wilcoxon test showed a statistically significant pretest–posttest difference (Z = −5.379; p < 0.001).
Conclusion: Psychomotor skill classifications improved after the escape room gamification activity, with a statistically significant difference between pretest and posttest scores. The findings suggest that this interactive approach may be useful for practicing beverage-label evaluation and selection; however, the absence of a control group limits causal inference.
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Kata Kunci:
adolescents, escape room gamification, psychomotor skills, sugar content, sugar-sweetened beveragesReferensi
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