Proceeding of International Conference Health, Science And Technology (ICOHETECH)
2026: Proceeding of the 7th International Conference Health, Science And Technology (ICOHETECH)

THE EFFECT OF EDUCATION AND GAMIFICATION (INTERACTIVE QUIZ) ON TEENAGERS PERCEPTIONS OF MENSTRUAL MYTHS

Ersa Herawati (Universitas Duta Bangsa Surakarta)
Adi Buyu Prakoso (Universitas Duta Bangsa Surakarta)
Puput Mulyono (Universitas Duta Bangsa Surakarta)
Antonia Soares (Instituto Superior Cristal, Timor Leste)



Article Info

Publish Date
26 Sep 2026

Abstract

Menstrual myths remain an issue in adolescent reproductive health because inaccurate beliefs may influence how girls understand and respond to menstruation. At the study site, preliminary assessment identified that some female students still believed menstrual myths. An educational approach that is active, engaging, and compatible with adolescents' digital habits is therefore needed. Objective: This study aimed to determine the effect of education and gamification through an interactive quiz on adolescents' perceptions of menstrual myths at SMAN 3 Sukoharjo. Methods: A quantitative pre-experimental one-group pretest–posttest design was used. The study involved 53 female tenth-grade students selected by purposive sampling from a population of 233 students. Perceptions were measured using a 20-item questionnaire before and after the intervention. The intervention combined health education about menstrual myths and facts with an interactive quiz. Normality was assessed using the Shapiro–Wilk test and the difference between pretest and posttest scores was analyzed using the Paired Sample T-Test. Results: The mean perception score increased from 57.98 before intervention to 76.04 after intervention, representing an increase of 18.06 points. The Paired Sample T-Test showed p = 0.000 (p < 0.05), indicating a statistically significant difference. After intervention, 38 respondents (71.7%) were in the high-perception category, 15 (28.3%) were moderate, and none were in the low category. Conclusion: Education combined with gamification through an interactive quiz significantly improved adolescents' perceptions of menstrual myths and may be used as an alternative interactive method for reproductive-health education in schools.

Copyrights © 2026