Analysis of The Comparative Effectiveness of OHS Education between Gamification-Based ‘G3CKO’ Game with Conventional Method

Arsyanti, Dewinta Kusuma (2024) Analysis of The Comparative Effectiveness of OHS Education between Gamification-Based ‘G3CKO’ Game with Conventional Method. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Pendidikan Kesehatan dan Keselamatan Kerja (K3) penting untuk menciptakan lingkungan kerja yang aman dan nyaman, namun implementasinya di sekolah-sekolah di Indonesia masih belum memadai. Penelitian ini melihat pentingnya edukasi K3 sejak dini dan bagaimana hal tersebut dapat membantu mencegah kecelakaan yang terus meningkat di Indonesia. Penelitian ini menyoroti perlunya pendidikan keselamatan sejak dini untuk mencegah kecelakaan. Studi ini mengusulkan pendekatan inovatif melalui pengembangan media pembelajaran interaktif dan integrasi tentang pendidikan keselamatan. Pendekatan pembelajaran berbasis permainan, "G3CKO" yang merupakan modifikasi dari gabungan permainan Jenga dengan pendidikan K3. Permainan G3CKO berisikan pertanyaan mengenai identifikasi bahaya yaitu bahaya bahan kimia, bahaya fisik, bahaya api, bahaya listrik, bahaya bencana, bahaya lalu lintas, dan bahaya ergonomi. Pertanyaan diberikan mengenai cara untuk menyelematkan diri saat terjadi bahaya dan cara mencegah terjadinya bahaya. Diharapkan membuat pendidikan keselamatan menarik dan interaktif. Penelitian dilakukan dengan membandingkan metode G3CKO dan metode konvensional yang menggunakan presentasi sebagai media pembelajaran. Masing-masing kelompok memiliki 21 orang. Sebelum dilakukan pembelajaran, partisipan melakukan pre-test. Setelah dilakukan pembelajaran, partisipan melakukan post-test. Pengolahan data dilakukan dengan menggunakan normality test dan non-parametric statistical test. Hasil penelitian menunjukkan bahwa permainan G3CKO meningkatkan skor post-test sebesar 11.84%, lebih tinggi dibandingkan metode konvensional yang hanya 3.23%. Uji non-parametric test menunjukkan perbedaan signifikan dalam hasil pembelajaran, dengan skor rata-rata post-test metode G3CKO lebih tinggi (96,75) dibandingkan metode konvensional (92,76). Penelitian ini mendukung penggunaan G3CKO dalam pendidikan K3 untuk meningkatkan pemahaman dan keterampilan seseorang dalam belajar mengenai keselamatan serta menjadi media pembelajaran yang menarik dan tidak membosankan.
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Occupational Health and Safety Education (K3) is crucial for creating a safe and comfortable work environment, yet its implementation in schools across Indonesia remains inadequate. This study explores the importance of early K3 education and how it can help prevent the increasing number of accidents in Indonesia. The research emphasizes the need for early safety education to mitigate accidents. It proposes an innovative approach through the development of interactive learning media and the integration of safety education. The game-based learning approach, "G3CKO," is a modification combining Jenga gameplay with K3 education. G3CKO includes questions on hazard identification such as chemical, physical, fire, electrical, natural, traffic, and ergonomic hazards. The questions focus on methods for self-rescue during hazards and ways to prevent them. The aim is to make safety education engaging and interactive. The study compares the effectiveness of the G3CKO method with a conventional method that uses presentations as the learning medium. Each group consisted of 21 participants. Before the learning sessions, participants took a pre-test, followed by a post-test after the sessions. Data were analyzed using normality tests and non-parametric statistical tests. The research findings show that the G3CKO game increased post-test scores by 11.84%, which is higher than the 3.23% increase observed with the conventional method. The non-parametric test indicates a significant difference in learning outcomes, with the average post-test score for the G3CKO method (96,75) higher than that for the conventional method (92,76). This research supports the use of G3CKO in OHS education to improve one's understanding and skills in learning about safety as well as being an interesting and not boring learning media.

Item Type: Thesis (Other)
Uncontrolled Keywords: Edukasi K3, Gamifikasi, Identifikasi Bahaya, Jenga K3 'G3CKO', Permainan K3, Gamification, Hazard Identification, OHS Education, OHS Game, OHS Jenga ‘G3CKO’
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
L Education > LB Theory and practice of education > LB1044.9.C59 Comic books, strips, etc., in education.
Divisions: Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26201-(S1) Undergraduate Thesis
Depositing User: Dewinta Kusuma Arsyanti
Date Deposited: 17 Jul 2024 02:49
Last Modified: 17 Jul 2024 02:49
URI: http://repository.its.ac.id/id/eprint/108384

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