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The Effectiveness of the Stairs&Cigarettes Game in Anti-Smoking Education for High School Students Alfiah Lulu fuadiyah; Hendro Yulius Suryo Putro; Qomario Qomario
Jurnal Evaluasi dan Pembelajaran Vol 8 No 1 (2026)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

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Abstract

Smoking among adolescents remains a health problem that requires serious attention, particularly through educational approaches tailored to the characteristics of students. This study aims to analyze the effectiveness of the Stairs & Cigarettes game in anti-smoking education for high school students. The study used a quasi-experimental method with a one-group pretest–posttest design. The subjects were high school students who were given a gamification-based educational game. The research instrument was a questionnaire on understanding the dangers of smoking compiled based on the Health Belief Model construct, including perceived susceptibility, perceived severity, perceived benefits, perceived barriers, cues to action, and self-efficacy. Data were analyzed using inferential statistics to determine differences in scores before and after treatment. The results showed a significant increase in students' understanding after participating in the Stairs & Cigarettes game. This increase reflects positive changes in the perception of smoking risks, the benefits of anti-smoking behavior, and the strengthening of self-efficacy in refusing smoking invitations. These findings indicate that the Stairs & Cigarettes game not only improves cognitive aspects but also strengthens students' psychosocial readiness.
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.