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      Pengembangan Media Edukasi Role Playing Game untuk Meningkatkan Pengetahuan Empat Pilar Gizi Seimbang pada Remaja

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      Date
      2026
      Author
      Agustiantini, Azizah Laila
      Martini, Rina
      Fadila, Elzha Nur
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      Abstract
      Rendahnya pengetahuan gizi seimbang pada remaja dan media pembelajaran konvensional yang bersifat satu arah menjadi masalah yang mendorong perlunya pengembangan media edukasi yang lebih interaktif. Penelitian ini bertujuan untuk mengembangkan dan menganalisis pengaruh media edukasi berbasis role playing game (RPG) dalam meningkatkan pengetahuan empat pilar gizi seimbang pada remaja usia 13-15 tahun. Metode yang digunakan adalah model pengembangan 4D (define, design, develop, disseminate) dengan desain kuasi-eksperimental one-group pre-test post-test. Penelitian dilakukan di SMP Negeri 40 Bandung dengan 80 responden siswa kelas VIII yang dipilih menggunakan teknik purposive sampling. Instrumen penelitian meliputi kuesioner karakteristik responden, tes pengetahuan gizi, Adolescent Food Habits Checklist (AFHC), serta lembar validasi ahli. Media “The Quad Pillar Quest” yang dikembangkan dinyatakan layak berdasarkan validasi ahli. Hasil penelitian menunjukkan rata-rata skor pengetahuan meningkat sebesar 34,76 poin. Uji Wilcoxon menunjukkan hasil yang signifikan (p<0,05), sedangkan nilai rata-rata N-gain sebesar 0,73 (72,93%). Tingkat penerimaan responden terhadap media, yang diukur menggunakan USE Questionnaire, menunjukkan hasil positif dengan klasifikasi Sangat Setuju pada aspek usefulness (6,33) serta klasifikasi Setuju pada aspek satisfaction (5,88) dan ease of use (5,99), yang menunjukkan media edukasi berbasis RPG efektif dalam meningkatkan pengetahuan empat pilar gizi seimbang pada remaja.
       
      The low level of knowledge on balanced nutrition among adolescents and the limited effectiveness of one-way learning media are problems that drive the need to develop more interactive educational media. This study aims to develop and analyze the effect of a role-playing game (RPG) based educational media in improving knowledge of the four pillars of balanced nutrition among adolescents aged 13 to 15 years. The method used is the 4D development model (define, design, develop, disseminate) with a one-group pre-test post-test quasi-experimental design. The study was conducted at SMP Negeri 40 Bandung with 80 eighth-grade students selected through purposive sampling. The research instruments included a respondent characteristic questionnaire, a nutrition knowledge test, the Adolescent Food Habits Checklist (AFHC), and expert validation sheets. The developed media “The Quad Pillar Quest” was declared feasible based on expert validation. The results showed that the average knowledge score increased 34.76 points, with the Wilcoxon test showing a significant difference (p<0.05), while the average N-gain value was 0.73 (72.93%). The respondents' acceptance level of the media, measured using the USE Questionnaire, showed positive results with a Strongly Agree classification for the usefulness aspect (6.33) and an Agree classification for the satisfaction (5.88) and ease of use (5.99) aspects, which indicate that RPG-based educational media is effective in improving knowledge of the four pillars of balanced nutrition among adolescents.
       
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      http://repository.ipb.ac.id/handle/123456789/176756
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      • UF - Management of Food Service and Nutrition [318]

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      Copyright © 2020 Library of IPB University
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      Contact Us | Send Feedback
      Indonesia DSpace Group 
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