UPAYAMENURUNKAN PENGGUNAAN GADGET MELALUIMEDIA PROMOSIKESEHATAN PADA SISWASDN GAYAMAN KABUPATEN MOJOKERTO
Abstract
Smartphone addiction is increasing nowadays, one of the reasons is because of technological developments. Games have a contribution in the development of children, there must be alternative games given to children so that children do not use gadgets. This Community Service was conducted at SDN GayamanMojoanyar Mojokerto for 1 week on 11-20 September 2019 with a tool that was a modified monopoly game by adding information about the use of gadgets and questionnaires to measure the success of activities. The target activity is grade 4-5 students of SDN GayamanMojoanyar Mojokerto as many as 30 people. Assessment of the effectiveness of monopoly game media by comparing the results of pre-test and post-test of children using the Paired T-test with the alternative Wilcoxon test. As many as 90% of children have good knowledge after monopoly game activities, 93.3% of children have a positive attitude after monopoly game activities, 93.3% of children have good actions towards the use of gadgets after monopoly game activities. the average gadget usage before activities 80% of children use gadgets and 90% of children use gadgets after monopoly game activities. Monopoly game media can be applied as an effective media in the learning process of children who not only provide information about the impact of using gadgets but also information about topics and other learning.
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