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Snake and digital ladder applications involving the behavior of children applying the health protocols
Author(s) -
Hani Dewi Ariessanti,
F L Gaol,
S H Supangkat,
Benni Ranti
Publication year - 2021
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1869/1/012069
Subject(s) - socialization , government (linguistics) , computer science , digital media , serious game , game design , psychology , multimedia , social psychology , world wide web , linguistics , philosophy
This study defines the problem of how understanding health protocols during a pandemic is correctly conveyed according to age levels. This problem for the Government to implement gamification by modifying game media through snake and ladder game that can socialize health protocols for pre-school. Measuring the acceptance of a snake and ladder game media can be considered as a learning medium from the Government which will refer to four components (game content, ease of play, appearance, and active player involvement). The purpose of this study was to modify online-based games as a learning media and to measure children’s active interaction with parents in practicing health protocols during game play. This study will use a quantitative approach with data techniques through playing together experiments and filling in online research questionnaires from 115 samples as participants (7 Kindergartens). The results show that the snake and ladder digital game can have a significant effect on changes behavior in implementing health protocols. This research can provide a contribution that can be used as a reference for the Government to design a strategy for socialization through gamification.

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