Article

EFEKTIVITAS PERMAINAN EDUKATIF (MYSTERY BOX) TERHADAP PENGETAHUAN, SIKAP, MOTIVASI, DAN TINDAKAN TENTANG BAHAYA MAKANAN TIDAK SEHAT DI SDN 6 KENDARI TAHUN 2025

  • Sri Muliati Sani
  • Irma
  • Putu Eka Meiyana Erawan

Jurnal Wawasan Promosi Kesehatan, Vol. 6 No. 4 (2026), hlm. 113–118

Abstrak

Background: Dietary patterns characterized by high intake of sugar, salt, and saturated fat are a major contributor to the increasing global burden of non-communicable diseases (NCDs). Objective: This study aimed to determine the effectiveness of an educational game (mystery box) in improving knowledge about the dangers of unhealthy foods among students at SDN 6 Kendari in 2025 after the intervention. Methods: This study employed a quantitative approach with a pre-experimental design using a one-group pretest–posttest design. The study population consisted of 195 students, with a sample of 67 students selected for analysis. Results: The findings showed a significant improvement in knowledge, attitudes, motivation, and practices after the implementation of the educational game (mystery box) among students at SDN 6 Kendari. The p-values were 0.001 for knowledge, 0.001 for attitudes, 0.001 for motivation, and 0.001 for practices, all of which were lower than the significance level (α = 0.05). Conclusion: The educational game (mystery box) was effective in improving knowledge, attitudes, motivation, and practices related to the dangers of unhealthy foods among students at SDN 6 Kendari in 2025 after the intervention.

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