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Evaluasi Model Tyler pada Permainan Stairs & Cigarettes terhadap Pemahaman Bahaya Merokok: Evaluation of Tyler's Model on the Stairs & Cigarettes Game on Understanding the Dangers of Smoking Zahratul Raudah; Nina Permata Sari; M. Andri Setiawan
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7889

Abstract

Smoking behavior among adolescents remains a serious problem in the health and education sectors. The low level of students' understanding of the dangers of smoking indicates the need for educational media that can actively involve students in guidance and counseling services. The Stairs & Cigarettes game was developed as an educational game to improve understanding of the dangers of smoking, but its implementation needs to be evaluated systematically. This study aims to evaluate the implementation of the Stairs & Cigarettes game using the Tyler evaluation model by examining the suitability of the objectives formulation, implementation conditions, measurement techniques, and the comparison of pre-test and post-test results regarding understanding the dangers of smoking among adolescents. The study employed a mixed-methods approach with an evaluation research design. The subjects were 34 students of grades X-F of SMA Negeri 9 Banjarmasin. Qualitative data were obtained through interviews with guidance and counseling teachers and analysis of RPL documents.In contrast, quantitative data were collected through pre- and post-test questionnaires assessing understanding of the dangers of smoking, based on the Health Belief Model. Data analysis was conducted using descriptive statistics and a paired-samples t-test. The results showed that the formulation of objectives, the implementation context, the measurement techniques, and the comparison of results were consistent with the principles of the Tyler evaluation model. There was a significant increase in students' understanding of the dangers of smoking after participating in classical guidance services using the educational game Stairs & Cigarettes (p < 0.001). The implementation of the game Stairs & Cigarettes was in accordance with the service's objectives and has the potential to serve as an alternative medium for guidance and counseling, helping increase adolescents' understanding of the dangers of smoking.
The Effect of the Educational Game Make A Match on Improving Students' Social Interaction Noor Annisa Anhar; M. Andri Setiawan; Qomario Qomario
Jurnal Evaluasi dan Pembelajaran Vol 8 No 1 (2026)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52647/jep.v8i1.481

Abstract

Social interaction is an important aspect in student development because it plays a role in forming communication skills, cooperation, and positive social relationships in the school environment. However, the reality in the field shows that students' social interactions have not developed optimally. Therefore, innovative and fun learning strategies are needed to improve students' social interactions. This study aims to determine the effect of the Make A Match educational game on improving students' social interactions. A quantitative approach with a pre-experimental design of the One Group Pretest-Posttest Design type was used. The subjects of the study were 32 students of class VII G of SMPN 2 Banjarmasin in the 2025/2026 academic year who were selected using a purposive sampling technique. The research instrument was a social interaction questionnaire that had passed validity and reliability tests. Data analysis was carried out using descriptive statistics, normality tests, homogeneity tests, and hypothesis testing using paired sample t-tests. The results showed an increase in the average social interaction score from 153.53 in the pretest to 167.09 in the posttest. The paired sample t-test results showed a significance value of less than 0.05, indicating a significant difference between social interactions before and after the treatment. Therefore, it can be concluded that the Make A Match educational game significantly improved students' social interactions.