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The Effectiveness of Slade 2.0 Game in Increasing the Knowledge of Adolescent Girls about Anemia and Dysmenorrhea

Year: 2025
Type: article
Abstract: OBJECTIVE: Anemia is an issue of nutritional deficiency that increases mortality and morbidity. Anemia exposes adolescent girls to a variety of fatal risks and vulnerabilities, one of which is dysmenorrhea. Education by improving information about anemia is one of the easiest and cheapest interventions in minimalizing the fatal risk of anemia. The study aims to increase knowledge of video game. METHODOLOGY: This quasi-experimental design study used a pre-post-test with a control group. Circa 180 adolescent girls in Jakarta and Semarang were recruited using simple random sampling. A smartphone-based concept quiz game developed about anemia and dysmenorrhea information called SLADE (Snakes & Ladders for Anemia & Dysmenorrhea) version 2.0. The feasibility trial of the Game was conducted on 20 respondents. This study compared respondents' knowledge in the intervention and control groups in 2 cities. A control group was given a handout about anemia and dysmenorrhea. RESULTS: The Wilcoxon ranked test, which was used to compare adolescent girls' knowledge of anemia and dysmenorrhea before and after the Intervention, revealed significant mean differences in both Jakarta (p = 0.000; α = 0.05) and Semarang (p = 0.000; α = 0.005). Mann-Whitney's analysis compares mean knowledge differences between the intervention and control groups and shows significant differences (p = 0.000; α = 0.05). CONCLUSION: Game SLADE 2.0 significantly increased the adolescent girl's knowledge of anemia and dysmenorrhea between pre-and post-test in the intervention group, as well as between the intervention and control group. Quiz-based models can be developed to improve adolescent girls' knowledge.
Authors: Devi Trianingsih, Maryati, Nana Andriana, Farah Diba
Language: English
Field: Psychology
Open Access status: green
OpenAlex ID: W7084038794
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